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{{Info Artifacts
{{Info Artifacts
|image          = Adsad.jpg
|image          = L22,R1,C1,Andlar,visible,Normal,255.png
|name            = Ándlar, Gatekey of Bev
|name            = Ándlar, Gatekey of Tadhg
|origin          = [[Fornoss]]
|origin          = [[Fornoss]]
|type            = Weapon
|type            = Weapon
|}}
|}}
Ándlar, Gatekeeper of Bev, is a greatsword or claymore made of [[Silver|Zenith Silver]], an extremely rare metal thought long lost to the world, with ancient [[Velheim]] meaning and religious uses for the [[Fornoss]] faith. Ándlar is one of a handful of incredibly powerful weapons capable of opening the ancient, long-dormant gateways to Volaheim, the land of plenty and pestilence, of demons and desires, and many other such contradictory statements. The blade is also associated with bringing an end to the [[Undead]]. It remains one of the most important artifacts among Fornoss worshipers, and even though its actual legacy and reputation has waned in [[Corontium]], the weapon remains famous outside of this region.  
Ándlar, Gatekeeper of Tadhg, is a greatsword or claymore made of Zenith Silver, an extremely rare metal thought long lost to the world, with ancient [[Velheim]] meaning and religious uses for the [[Fornoss]] faith. Ándlar’s creation is mostly a mystery but is believed to have been made by the Fornoss gods. It is also associated with bringing an end to the [[Undead]]. It is a highly important artifact among Fornoss worshipers as one of Tadhg's Keys, great weapons that can open their associated Vaarda Gate, and the greatsword in question can open the Gate on [[Nordskag]] in the [[Northbelt]]. It was recently recovered from a Helbolwen in Irvainvik (one of the few cities in [[Drixagh]]) and brought to the City of Regalia by the Velheim who discovered it.


==Origins==
==Description==
Ándlar’s creation is mostly a mystery, but is commonly believed to have been forged by the Fornoss gods. The material used to make it, Zenith Silver, is associated with the divine works of Dáuw, forged in the fires of Mount Storgud within raging magma, and blessed by the swiftness and skill of several of the gods, so that no wielder would falter. However, others believe Bev themselves directly conjured it from a shipwreck featuring the material, and some even say it was one of the darker Fornoss gods who forged it, only for the others to purify and repair it. Its history after this point is also obscure, with myths claiming it to have sat in the possession of many great warriors in the realm of Volaheim before it somehow made its way into the mortal world, and was lost. Some believe the blade is far more recent than once believed, and was forged as a replacement, or new iteration on a much older blade now forever lost. However, one fact has remained crystal clear: Ándlar is one of Bev’s Keys, great weapons which can be used to open their associated Vaarda Gate, and the greatsword in question is able to open the Gate on [[Nordskag]] in the [[Northbelt]]. Despite this, the sword was lost for decades in the wake of the [[Skagger Wars]], only recently being recovered from a Helbolwen in Irvainvik (one of the few cities in [[Drixagh]]) and brought to the City of Regalia by the Velheim who discovered it.
Ándlar appears like a greatsword with a twisted handle formed into a tree-like shape with grooved engravings and four branches representing the four Worlds: the Living, Eiliheim, Volaheim, and Imellomgård. The material used in the blade, Zenith Silver, is associated with the divine works of Dáuw, forged in the fires of Mount Storgud and blessed by the skill of several gods so that no wielder would falter. This metal has a light-blue glow at all times with faint floating lights resembling snow falling as the blade is wielded.  
 
==Appearance==
Ándlar appears fairly simple, but its details are intricate. The weapon itself appears like a greatsword, with a twisted handle that forms into a tree-like shape with engraved grooves, and four branches on the end to represent the four Worlds: the living, Eiliheim, Volaheim, and Imellomgård. The blade itself is made of Zenith Silver, a metal that appears [[Silver]] at first glance, but has a light blue glow at all times. Additionally, the weapon seems to give off faint sparkles and floating lights, which give off an effect like a gentle snow-fall from the blade itself as it is wielded or moved around. Ándlar gives off a glow even when sheathed or covered in cloth, and its presence is made known to especially the Undead who can feel its existence.  
==Artifact Tenure==
Panopticon is a Tenured Artifact to the Aelrrigan Knight Cadwyn Mhártain ((dolittleguy)), who wields it for the honor of his gods. It cannot be stolen from him, but anyone who KO's him can take the Artifactspark from it, even if they don't normally have a mechanic that would allow them to do this.
==Artifact Mechanics==
==Artifact Mechanics==
Ándlar is a Fornoss God Magic Artifact. There are rules associated with Artifact Ownership, see the [[Artifact]] Page. Artifacts also provide 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====
====Permanent Mechanics====
* Andlar’s wielder is empowered to bring peace to (non-Fornoss) Undead. If a Deathveil or Relicsworn Undead would deal -2HP Damage to the wielder of Andlar,  reduce that by -1HP.  
* Andlar allows the user to have a Spirit-alter becoming one of Tadhg's Guardian Spirits temporarily, converting to a Primal Revenant. The user can choose either Unbound Spirit, Invaded Spirit, or Colony Spirit, and replace their Heritage Traits except for Free Packs, with the Spirit's Heritage Traits instead. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules).  
====Artifactspark Mechanics====
====Sparked Mechanics====
* Choose 2 Free Packs from the following Categories: Cleric Point Buy, Shaman Point Buy, Training Point Buy
* Andlar's wielder can choose 3 Free Packs from the following Categories: [[Adapt Point Buy]], [[Melee Point Buy]], or [[Shaman Point Buy]].
* When the wielder spends Divinium to contact any Fornoss God, they are granted an extra Divinium refund. This refunded Divinium can only be spent to contact Bev or Rand, however, and refunded Divinium cannot be doubly refunded by this Mechanic.  
* Andlar can be used to place a Deathkiss Curse on anyone with 0 HP in a Combat scene that Andlar and its wielder fought in. This Curse lasts exactly 96 hours after which it is self-cleansed. In the first 24-hour period since being placed, the victim has 8 HP whenever they start Combat. The next 24 hours after that, 6 HP, 4 HP for the 24 hours after that, and the final 24 hours, the victim only has 2 HP whenever they start Combat. This Curse cannot be removed in any conventional way, and has to be waited out.
* The wielder becomes immune to the adverse effects of any cold weather conditions, such as severe rain or snow. Additionally, once, at the start of a Combat Scene, the wielder may spend an Action to grant themselves one Block Token.
* Andlar when wielded brings with it the fury of Tadhg's winter, casting a Combat scene in a blizzard. Anyone that is a participant in this Combat scene (even allies) except Andlar's own wielder, has their total Move per Turn halved, from 10 to 5. Anyone with a Mechanic that grants them immunity to Magical Weather Area Effect (for example Isldar) is immune to this effect.  
====Legendary Artifactspark Mechanics====
* Andlar as a weapon was used to seal Tadhg Gates, and end the Svartskra. Andlar grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on Arkenborn and Mystech. Additionally, even when not attacking Characters of types, the wielder's Attack Dice Roll Minimum is set to 3.
* Choose 1 Free Pack from the following Category: Cleric Point Buy
 
* Andlar can temporarily shroud the soul of another. When used on a willing Fornoss worshiper, Andlar can turn the target into a Godsrot Undead from the Undead Page, gaining the Undead Mechanics, and are considered Disguised for the duration (and should use a different Name/different enough Skin). They can change back anytime out of combat with Andlar. This can also be done on the user, but obviously does not work to Disguise them, because they will still have Andlar. This can be used on any number of people at any time, and if Andlar’s Artifactspark is removed, it will automatically end 24 Hours after the Spark is removed.  
==Collectible Artifact==
* The Legendary Artifactspark Weapon grants the user +3 Attack Stat (breaks cap up to 11) and +1 Defense Stat (breaks cap up to 9), and sets the minimum for their Attack 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 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 melts like spring to a new master, leaving behind a Nil Winterblade.
* The Nil Winterblade Collectible inherits the Permanent Mechanic of the Artifact.
* While there are several Nil Winterblades, each looks unique, though should be inspired by the Artifact.


{{Artifacts}}
{{Artifacts}}
{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty
|Writers = MonMarty
|Writers = MonMarty, ellereller, MantaRey
|Processors = FireFan96, HydraLana
|Processors = FireFan96, HydraLana
}}
}}
[[category:Artifacts]]
[[category:Artifacts]]

Latest revision as of 00:52, 7 October 2024

Ándlar, Gatekey of Tadhg
Artifacts
NameÁndlar, Gatekey of Tadhg
OriginFornoss
TypeWeapon

Ándlar, Gatekeeper of Tadhg, is a greatsword or claymore made of Zenith Silver, an extremely rare metal thought long lost to the world, with ancient Velheim meaning and religious uses for the Fornoss faith. Ándlar’s creation is mostly a mystery but is believed to have been made by the Fornoss gods. It is also associated with bringing an end to the Undead. It is a highly important artifact among Fornoss worshipers as one of Tadhg's Keys, great weapons that can open their associated Vaarda Gate, and the greatsword in question can open the Gate on Nordskag in the Northbelt. It was recently recovered from a Helbolwen in Irvainvik (one of the few cities in Drixagh) and brought to the City of Regalia by the Velheim who discovered it.

Description

Ándlar appears like a greatsword with a twisted handle formed into a tree-like shape with grooved engravings and four branches representing the four Worlds: the Living, Eiliheim, Volaheim, and Imellomgård. The material used in the blade, Zenith Silver, is associated with the divine works of Dáuw, forged in the fires of Mount Storgud and blessed by the skill of several gods so that no wielder would falter. This metal has a light-blue glow at all times with faint floating lights resembling snow falling as the blade is wielded.

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

  • Andlar allows the user to have a Spirit-alter becoming one of Tadhg's Guardian Spirits temporarily, converting to a Primal Revenant. The user can choose either Unbound Spirit, Invaded Spirit, or Colony Spirit, and replace their Heritage Traits except for Free Packs, with the Spirit's Heritage Traits instead. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules).

Sparked Mechanics

  • Andlar's wielder can choose 3 Free Packs from the following Categories: Adapt Point Buy, Melee Point Buy, or Shaman Point Buy.
  • Andlar can be used to place a Deathkiss Curse on anyone with 0 HP in a Combat scene that Andlar and its wielder fought in. This Curse lasts exactly 96 hours after which it is self-cleansed. In the first 24-hour period since being placed, the victim has 8 HP whenever they start Combat. The next 24 hours after that, 6 HP, 4 HP for the 24 hours after that, and the final 24 hours, the victim only has 2 HP whenever they start Combat. This Curse cannot be removed in any conventional way, and has to be waited out.
  • Andlar when wielded brings with it the fury of Tadhg's winter, casting a Combat scene in a blizzard. Anyone that is a participant in this Combat scene (even allies) except Andlar's own wielder, has their total Move per Turn halved, from 10 to 5. Anyone with a Mechanic that grants them immunity to Magical Weather Area Effect (for example Isldar) is immune to this effect.
  • Andlar as a weapon was used to seal Tadhg Gates, and end the Svartskra. Andlar grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on Arkenborn and Mystech. Additionally, even when not attacking Characters of types, the wielder's Attack 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 melts like spring to a new master, leaving behind a Nil Winterblade.
  • The Nil Winterblade Collectible inherits the Permanent Mechanic of the Artifact.
  • While there are several Nil Winterblades, each looks unique, though should be inspired by the Artifact.

Accreditation
WritersMonMarty, ellereller, MantaRey
ArtistsMonMarty
ProcessorsFireFan96, HydraLana
Last EditorMonMarty on 10/7/2024.

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