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Created page with "{{Info Artifacts |image = noimg.png |name = Meratar, Empress' Shroud |origin = Allorn Empire |type = Armor |}} Innumerable have been the Allorn Empresses, peerless Mages with the strength to move mountains and bend the Gods to their will, should they wish it to be so. Despite the recent return of the first and once-immortal to their throne, the history of the generations that presided after her has not been erased, and nor have the rel..."
 
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{{Info Artifacts
{{Info Artifacts
|image          = noimg.png
|image          = L04,R1,C1,Meratar,visible,Normal,255.png
|name          = Meratar, Empress' Shroud
|name          = Meratar, Empress' Shroud
|origin          = Allorn Empire
|origin          = Allorn Empire
|type          = Armor
|type          = Armor
|}}
|}}
Innumerable have been the Allorn Empresses, peerless Mages with the strength to move mountains and bend the Gods to their will, should they wish it to be so. Despite the recent return of the first and once-immortal to their throne, the history of the generations that presided after her has not been erased, and nor have the relics plucked from their tombs. Though the regalia of the Empresses of the many eras are heavy sought after, their diadems, crowns, sceptres and Arcane foci; often neglected are their shrouds, cloaks, and veils, themselves often enchanted with powerful hexes that ward against harm.
Innumerable have been the Allorn Empresses, peerless Mages with the strength to move mountains and bend the Gods to their will. Empress Vinnalea, a powerful Archmage, faced the unraveling of the Empire's bedrock religion and the rise of Void and Dragon worshipers at court. She started and ended the Dregodar War, forced to outlaw Dragon Worship by the Void Worship faction, which led to military conflict and the defeat of her traitor cousin. Buried in a small crypt near Amontaar, most of her artifacts were stolen, but her enchanted cloak remains in her grave. The Middle Elven word "meratar" describes an emotion she embodied, longing for something unknown but familiar, tying her legacy to the history of the Allorn Empresses.


==Origins==
==Description==
Meratar is a Middle Elven word that communicates an emotion that cannot be written in Common: "the longing for something that you never knew, but would like to know again, feeling a familiarity to it and desire to 're'claim it despite the lack of ever having witnessed its existence." Though in life this cloak cannot have been named that, and was likely not named at all, it is the emotion of 'meratar' that defined the rule of Empress Vinnalea and many Middle Allorn Empresses. Born just early enough to hold in eager memory the far-off days where Talea herself sat the throne and the Empire stood victorious in perfection with the Empresses, all three, at the undisputed head, but far too late to avert the course of affairs that unfolded as the legitimacy of the Estelley religion that made the bedrock of the Empire unraveled before her eyes and the factions of Void and Dragon worshipers grew ever more unstoppable at court. Despite this, Empress Vinnalea is commonly held to be the most powerful Archmage short of Talea herself that the Allorn line ever produced, capable of shattering cliffs with half a syllable, and reconnecting them in a fraction of an exhaled breath. She is mostly remembered by Allorn historiography, however, for being the Empress responsible for both the beginning of the Dregodar War and its end. Forced by the Void Worship faction at Court to outlaw Dragon Worship simply because it was their rival, she had to face the Dragon followers militarily, defeat them, and slay her traitor cousin Vaiellan who had converted and sought to pluck the throne from her in their name. Buried in a small crypt near Amontaar, most of her old artifacts were stolen by the provincial noblemen before her burial could even be held, but her cloak rests in her grave.
Meratar is a pale gray cloak adorned with intricate white and silver stitches, featuring circles split into patterns of twisting vines, symbolizing the union of Order and Nature in the Estelley faith. It is fastened over the right shoulder with a silvered pin of a swan illuminated by an electrum. Despite its age, the enchanted cloak retains its luster and consistency, effortlessly restoring itself to perfection after being splashed with water or torn.


==Appearance==
==Artifact Mechanics==
Meratar is a pale gray cloak embroidered with intricate white and silver stitches. Circles, three fourths complete, split into patterns of twisting brambled vines which sprout from the missing portions and connect to other spheres, an Estelley religious metaphor for the union of Order and Nature, the domains over which the faith presides. It is clasped over the wearer's right shoulder by a silvered pin of a swan illuminated by electrum in millimetered lines around its edges. Despite the years, the enchanted object has not lost its lustre or consistency. No matter how many times it is splashed with water or torn, it always seems to reconstitute itself in perfect order before long, in will of its imperial bearer's perfection.
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===
* Meratar's wielder can change their own Heritage from their born Heritage to another, including replacing all of their Heritage Traits. This does not count as a Disguise, making the Characters appear roughly similar as they did before, just with a different Heritage appearance. Meratar can only make these changes occur within Heritage lineage groups, meaning for example if the Character is originally an Elf, they can only change to another Heritage from within the Elfkind lineage group (Half-Heritage applies to the dominant Heritage, and converts to full-Heritage):
** '''Cerkind lineage:''' [[Ailor]], [[Skyborn]], [[Sihai]], [[Dwarves]], and [[Eronidas]].
** '''Elfkind lineage:''' [[Isldar]], [[Finullen]], [[Teledden]], [[Solvaan]], [[Suvial]], [[Lanlath]], [[Kathar]], [[Sihndar]], [[Maquixtl]], [[Abismaï]] and [[Selvath]].
** '''Beskind lineage:''' [[Asha]], [[Urlan]], and [[Narim]].
** '''Auldkind lineage:''' [[Maraya]], [[Slizzar]], [[Allar]], and [[Dakkar]].
** [[Dragonkin]], [[Bralona]], [[Yanar]], [[Orion]], and [[Mystech]] are not included, because they are not a conventionally created Lineage.
This change is permanent so long as the wielder has Mertar (or the collectible), and if Mertar is lost, the Heritage change will revert after a week if they do not re-obtain Mertar.


==Artifact Mechanics==
===Sparked Mechanics===
Meratar is an Exist Magic Artifact. As Meratar is an Aritfact, there are several rules associated with Artifact Ownership, see Artifact page. Meratar also provides the following specials:
* Meratar's wielder can choose 3 Free Packs from the following Categories: [[Magic Point Buy]], [[Cleric Point Buy]], or [[Adapt Point Buy]].
====Permanent Mechanics====
* Meratar's wielder is given flight while shrouded in the cloak 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.
* Meratar retains some of its original Elven Magics. The wearer gains one [[Lanlath]] heritage Mechanic of their choice, except Mechanic 2, which is forbidden.
* Meratar's wielder may choose up to 3 Mechanics from any of the Heritages declared in the Elfkind lineage (see above), and add it to their own Mechanics. They only have access to these Mechanics while Merator has its Artifactspark, and these must be chosen when the Artifact is gained, and cannot be changed later, recorded on the Character Application for perpetuity.  
====Artifactspark Mechanics====
* Meratar as a cloak was used to make war on the Dragon faithful, and hunt down enemies of the Allorn Empire. Meratar grants the wielder +2 Defense Stat (breaking Cap up to 9) while using defending from Attack Emotes from either Archon or those who worship Draconism. Additionally, even when not attacking Characters of these faiths, the wielder's Defence Dice Roll Minimum is set to 3.
* Choose 2 Free Packs from the following Categories: Magic Point Buy, Adapt Point Buy, Command Point Buy
 
* Even in its reduced state, Meratar is the safety of the Empress who bore it. If its wielder reaches 4HP, they gain 1 Block Token immediately. This can only happen once per combat scene.
==Collectible Artifact==
* Carrying Meratar is a choice that makes a clear social statement about one's allegiances. If the wielder '''identifies with the Allorn cause,''' it grants +4 Attack Stat (breaks cap up to 11) against anyone who speaks out against it. If the wielder '''does not identify with the Allorn cause,''' it grants +2 Defense Stat (breaks cap up to 9) when fighting alongside Estelley worshipers.
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:
====Legendary Artifactspark Mechanics====
* When this Artifact is exchanged for a Collectible, the Artifact must consume rage from a new owner, leaving behind a Drakescorn Shroud.
* Choose 1 Free Pack from the following Category: Magic Point Buy
* The Drakescorn Shroud Collectible inherits the Permanent Mechanic of the Artifact.  
* Furthermore, the user can mantle the Curse of Vinnalea, channeling the last powers of the vengeful Empress through the shroud she wore in life. Once per Combat Scene, spending the wielder's action, the wielder rolls /dice 1-3, and can hurt a number of enemies -2HP each, equal to the amount rolled on the dice. If there are Archon on the other side, the dice automatically rolls a 3, and also heals the wielder +2 HP. An enemy cannot be targeted multiple times by this.
* While there are several Drakescorn Shrouds, each looks unique, though should be inspired by the Artifact.
* The Legendary Artifactspark Armor grants the user +1 Attack Stat (breaks cap up to 11) and +3 Defense Stat (breaks cap up to 9), and sets the minimum for their Defense Dice Rolls to 5. When the user is KO’d, they can choose to instantly teleport them, and the Artifact, safely to their home. This can only be done once (and must be reported to Lore Staff). Subsequent uses of this teleport mechanic must sacrifice the Artifact’s Spark in order to teleport the user and the Artifact. The Artifact is considered de-sparked, and the Artifactspark is granted to whoever KO’d the user.


{{Artifacts}}
{{Artifacts}}
{{Accreditation
{{Accreditation
|Artists =  
|Artists =  
|Writers = Okadoka
|Writers = Okadoka, MantaRey
|Processors = birdsfoot_violet
|Processors = birdsfoot_violet
}}
}}
[[category:Artifacts]]
[[category:Artifacts]]

Latest revision as of 00:51, 7 October 2024

Meratar, Empress' Shroud
Artifacts
NameMeratar, Empress' Shroud
OriginAllorn Empire
TypeArmor

Innumerable have been the Allorn Empresses, peerless Mages with the strength to move mountains and bend the Gods to their will. Empress Vinnalea, a powerful Archmage, faced the unraveling of the Empire's bedrock religion and the rise of Void and Dragon worshipers at court. She started and ended the Dregodar War, forced to outlaw Dragon Worship by the Void Worship faction, which led to military conflict and the defeat of her traitor cousin. Buried in a small crypt near Amontaar, most of her artifacts were stolen, but her enchanted cloak remains in her grave. The Middle Elven word "meratar" describes an emotion she embodied, longing for something unknown but familiar, tying her legacy to the history of the Allorn Empresses.

Description

Meratar is a pale gray cloak adorned with intricate white and silver stitches, featuring circles split into patterns of twisting vines, symbolizing the union of Order and Nature in the Estelley faith. It is fastened over the right shoulder with a silvered pin of a swan illuminated by an electrum. Despite its age, the enchanted cloak retains its luster and consistency, effortlessly restoring itself to perfection after being splashed with water or torn.

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

  • Meratar's wielder can change their own Heritage from their born Heritage to another, including replacing all of their Heritage Traits. This does not count as a Disguise, making the Characters appear roughly similar as they did before, just with a different Heritage appearance. Meratar can only make these changes occur within Heritage lineage groups, meaning for example if the Character is originally an Elf, they can only change to another Heritage from within the Elfkind lineage group (Half-Heritage applies to the dominant Heritage, and converts to full-Heritage):

This change is permanent so long as the wielder has Mertar (or the collectible), and if Mertar is lost, the Heritage change will revert after a week if they do not re-obtain Mertar.

Sparked Mechanics

  • Meratar's wielder can choose 3 Free Packs from the following Categories: Magic Point Buy, Cleric Point Buy, or Adapt Point Buy.
  • Meratar's wielder is given flight while shrouded in the cloak 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.
  • Meratar's wielder may choose up to 3 Mechanics from any of the Heritages declared in the Elfkind lineage (see above), and add it to their own Mechanics. They only have access to these Mechanics while Merator has its Artifactspark, and these must be chosen when the Artifact is gained, and cannot be changed later, recorded on the Character Application for perpetuity.
  • Meratar as a cloak was used to make war on the Dragon faithful, and hunt down enemies of the Allorn Empire. Meratar grants the wielder +2 Defense Stat (breaking Cap up to 9) while using defending from Attack Emotes from either Archon or those who worship Draconism. Additionally, even when not attacking Characters of these faiths, the wielder's Defence 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 must consume rage from a new owner, leaving behind a Drakescorn Shroud.
  • The Drakescorn Shroud Collectible inherits the Permanent Mechanic of the Artifact.
  • While there are several Drakescorn Shrouds, each looks unique, though should be inspired by the Artifact.

Accreditation
WritersOkadoka, MantaRey
Processorsbirdsfoot_violet
Last EditorMonMarty on 10/7/2024.

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