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{{Info Artifacts
{{Info Artifacts
|image          = Untitled artwork-4 2.png
|image          = L24,R1,C1,Gudhjarta,visible,Normal,255.png
|name            = Guðhjarta (Gudhjarta)
|name            = Guðhjarta (Gudhjarta)
|origin          = [[Fornoss]]
|origin          = [[Fornoss]]
|type            = Weapon
|type            = Weapon
|}}
|}}
Guðhjarta is an [[Artifact]] both with a storied history in legend, as well as in recorded history. Both Artifact of myth and folklore are an actual weapon wielded by Velheim warriors. It is a war-pick with a [[Bronze]] hilt decorated with intricate root shapes. The main damage part of the weapon is made of bright white glowing antler pieces, said to be chippings from the horns of Tadhg, the Urlan god of the [[Fornoss]] faith. Guðhjarta has been wielded by Velheim warlords throughout the ages, and even seen conflict during the [[Skagger Wars]], until it was eventually lost when the Skaggers made peace with the [[Regalian Empire]] and integrated. While Guðhjarta is a glorious Fornoss artifact with many stories, it is equally one that is feared by the Velheim people, as because of its glory, it invokes a lot of greed and murderous thoughts in those who are not of strong Soldi.
Guðhjarta, a legendary Fornoss artifact, is a war-pick with a bronze hilt adorned in intricate root designs and a glowing white antler tip, said to be chippings from the horns of Tadhg, the Urlan god. The weapon was wielded by Velheim warlords during the Skagger Wars before vanishing when peace was made with the Regalian Empire. Though revered, Guðhjarta is feared for inspiring greed and murderous intent among the unworthy. Its most common origin tale describes Tadhg defeating a monstrous spirit, Dreikar, only to lose horn fragments through the trickery of Svol, a demon servant. Svol forged Guðhjarta, hoping to slay Bard and empower Helskorn, but Bard eventually claimed it. After its divine history ended, Guðhjarta passed between Skagger warlords, gaining the nickname "Ivory Tear" for its devastating effect on Regalian armies, before disappearing after the Skagger Horde’s fall.
==Description==
Guðhjarta is a blend of savage and refined design. Its base, a war-pick hilt of Makat Bronze, is tied to the Vola gods of Fornoss and Ellador. The hilt features a thick wire forming a handguard and securing glowing shards from Tadhg's antlers, replacing forged blade elements. These antler shards line the top, side, and a savage spike facing the wielder. Though Tadhg has regrown his antlers, the separated shards retain potent power, glowing and trailing light particles, enhancing the weapon’s mystic presence.
==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===
* Gudhjarta allows its wielder to Transform into an [[Urlan]], though they keep their previous Heritage Traits, and gain Urlan Heritage Mechanic 2, 3,4, and 5. If the wielder is already an Urlan, the bonus of Mechanic 2 and 1 is doubled. Additionally, Gudhjarta aesthetically merges with their horns (optional if already Urlan), becoming part of their body and giving them glowing white horns that are painful to look at directly for Undead or Mystech. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules).


==Origins==
===Sparked Mechanics===
There are perhaps several dozen origin stories related to Guðhjarta, however the most common version comes from a tale in which Tadhg was battling a monstrous Spirit from Volaheim who was attempting to break into a Helbolwen to feed on the dead and consume their strength. Tadhg easily defeated this creature, called Dreikar, though Dreikar acted on the trickery of Svol (a trickery Demon vassal of Helskorn), who was after Tadhg's horns, having made a trap for him and causing Dreikar to chip a few off. Svol made off with the chips of the horns, and had Guðhjarta made, believing it capable of slaying Bard, thus giving his master Helskorn free reign to act out his will on the Fornoss faithful. Svol then tricked Aedán into grief towards his husband to try and slay Bard, however in turn Aedán was overpowered in combat by Bard. Thus, Bard took Guðhjarta, and somehow it landed in the hands of mortals.
* Gudhjarta's wielder can choose 3 Free Packs from the following Categories: [[Bruiser Point Buy]], [[Melee Point Buy]], or [[Training Point Buy]].
* Gudhjarta is the herald of Tadhg's winter of malcontent, capable of summoning the terrible frost of the frozen wastes anywhere in the world. Its wielder may request for Lore/World Staff to turn an area in Regalia into a frozen hellscape (including parts of the city), which will cast the area in a deep freeze. Anyone who fights inside these winter areas has -2 HP (or -1 Block Token if reduced HP) on Combat start, except the wielder of Gudhjarta and any other Fornoss believer. Only one frost zone can be active at any given time, and though it cannot be removed by anyone but the wielder, such an event is telegraphed and Player Characters will know what/who caused it.
* Gudhjarta is capable of Cursing a Player Character that it deals any amount of HP Damage to with the Wintergrasp Curse. While under the influence of the Wintergrasp Curse, the Target loses their Heritage Traits and becomes a Godsrot Undead instead, gaining Godsrot Undead Heritage Mechanics. This state can either be voluntarily released by Gudhjarta's wielder or be removed by having 3 Mages with at least 7 Proficiency investments in Magic Dispel the Curse. This Curse cannot be removed by Priestly Absorption.
* Gudhjarta as an artifact of the God of life and death, is made from the horns of the Demon-scorn. Gudhjarta grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on any Mystech Variant, or Undead. Additionally, even when not attacking Characters of these Heritages, the wielder's Attack Dice Roll Minimum is set to 3.


Guðhjarta's divine history stops here, though there are still many more stories of Svol attempting to retake the object from mortals, only to be foiled in slapstick banana-peel slip manners (Players are welcome to create such stories on their own). Guðhjarta ended up in mortal hands around 30 BC, and switched hands fairly frequently as one Skagger warlord was challenged by a subordinate and killed, allowing them to take the full price in Holmgang (a challenge in which the winner would take everything owned by the loser). Guðhjarta was used in combat numerous times against Regalian armies, so much so that it gained the name of "Ivory Tear" among Regalians due to its habit of producing widows. The weapon, despite its god-like durability and ease of cutting through practically any material, could not stem the tide of manpower, and struggles from within the [[Skagger Horde]], eventually disappearing from the historical narrative a few years after the remnants of the Horde submitted to Regalia.  
==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 returns to silent winter, leaving behind a Winterhold Axe.
* The Winterhold Axe Collectible inherits the Permanent Mechanic of the Artifact.
* While there are several Winterhold Axes, each looks unique, though should be inspired by the Artifact.


==Appearance==
Guðhjarta is ostensibly a fusion of savage and refined elements. Its base is a war-pick hilt and rod made of Makat Bronze, a material related most to the Vola gods of Fornoss, and supposedly first forged in Ellador. The hilt is entwined with a thick wire of the same material, which is used both to form a handguard, and to secure the more savage, naturalistic elements, the glowing pieces from Tadhg's antlers in lieu of forged blade pieces. The antler shards are secured along the top, down one side, and one last piece as a savage spike pointing back toward the wielder. While the god has obviously since regrown these parts of his body, the power of these separated pieces remains potent. They glow, and trail small particles of light.
==Artifact Mechanics==
Guðhjarta is a Fornoss God Magic Artifact. There are rules associated with Artifact Ownership, see the [[Artifact]] Page. Artifacts also provide Mechanics.
====Permanent Mechanics====
* Guðhjarta shares a connection with Tadhg, the Winter Hunter. Spirits (including any Spirit-Type Mystech) and non-Godsrot Undead cannot Curse, Possess, use Mind Control (or any equivalent), or use any emotion alteration/influence/reading on the wielder.
====Artifactspark Mechanics====
* Choose 2 Free Packs from the following Categories: Bruiser Point Buy, Cleric Point Buy, Athletic Point Buy
* Guðhjarta's wielder physically cannot die or become Undead, they are always held from the threshold of death. Any lost limbs magically re-appear 24 hours after being lost, and when the user reaches 4HP in Combat, they can, without an action, heal themselves +2 HP. This can only be used once per Combat.
* Guðhjarta can cut through almost any material, including doors, grates, and gates, but not solid walls. When the wielder makes an out of combat Dice Roll using Strength, they can re-roll a failed result, but only once per roll.
====Legendary Artifactspark Mechanics====
* Choose 1 Free Pack from the following Category: Cleric Point Buy
* Gudhjarta was made with the original purpose to kill a God. When making a Melee Basic Attack, the wielder can choose to make it automatically succeed, as if the target had the Marked Status Effect. The target also receives the Bloodied Status Effect, which lasts until the end of combat (unless removed). This can be done twice per Combat Scene, but never to the same target.
===Int Evolism Mechanics===
This artifact has been corrupted by Int, of the [[Evolism]] Pantheon, changing it from a Fornoss God Magic Artifact, to a Void Magic Artifact. These Mechanics last until the corruption is undone (by removing the Spark, or taking the Artifact from the Evolist who corrupted it).
* Choose 2 Free Packs from the following Category: Magic Point Buy, Adapt Point Buy, Theurgy Point Buy
* Guðhjarta's Permanent Mechanic no longer applies to Spirits and Undead, but instead applies to anyone except Void Spirits. The only exception to this is certain NPCs/Gods, and Custom Kits with Cursing Mechanics.
* Guðhjarta now empowers its wielder with unnatural vigor and strength. The wielder's Max HP is 14, not 10, and their Attack Stat can no longer be reduced by any means.
* Guðhjarta's corruption empowers those it usually hinders. Any Spirit-Type Mystech fighting with the wielder on their side gain +2 Attack Stat and +2 Defense Stat (breaking cap up to 11/9). Additionally, when one of these Spirit-Type Mystech allies are KO'd, the wielder heals +2HP.
{{Artifacts}}
{{Artifacts}}
{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty
|Writers = MonMarty, ellereller
|Writers = MonMarty
|Processors = HydraLana
|Processors =  
}}
}}
[[category:Artifacts]]
[[category:Artifacts]]

Latest revision as of 01:49, 14 October 2024

Guðhjarta (Gudhjarta)
Artifacts
NameGuðhjarta (Gudhjarta)
OriginFornoss
TypeWeapon

Guðhjarta, a legendary Fornoss artifact, is a war-pick with a bronze hilt adorned in intricate root designs and a glowing white antler tip, said to be chippings from the horns of Tadhg, the Urlan god. The weapon was wielded by Velheim warlords during the Skagger Wars before vanishing when peace was made with the Regalian Empire. Though revered, Guðhjarta is feared for inspiring greed and murderous intent among the unworthy. Its most common origin tale describes Tadhg defeating a monstrous spirit, Dreikar, only to lose horn fragments through the trickery of Svol, a demon servant. Svol forged Guðhjarta, hoping to slay Bard and empower Helskorn, but Bard eventually claimed it. After its divine history ended, Guðhjarta passed between Skagger warlords, gaining the nickname "Ivory Tear" for its devastating effect on Regalian armies, before disappearing after the Skagger Horde’s fall.

Description

Guðhjarta is a blend of savage and refined design. Its base, a war-pick hilt of Makat Bronze, is tied to the Vola gods of Fornoss and Ellador. The hilt features a thick wire forming a handguard and securing glowing shards from Tadhg's antlers, replacing forged blade elements. These antler shards line the top, side, and a savage spike facing the wielder. Though Tadhg has regrown his antlers, the separated shards retain potent power, glowing and trailing light particles, enhancing the weapon’s mystic presence.

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

  • Gudhjarta allows its wielder to Transform into an Urlan, though they keep their previous Heritage Traits, and gain Urlan Heritage Mechanic 2, 3,4, and 5. If the wielder is already an Urlan, the bonus of Mechanic 2 and 1 is doubled. Additionally, Gudhjarta aesthetically merges with their horns (optional if already Urlan), becoming part of their body and giving them glowing white horns that are painful to look at directly for Undead or Mystech. This change counts as a Transformation but does not count as a Disguise (which is pointless anyway due to Artifact ownership rules).

Sparked Mechanics

  • Gudhjarta's wielder can choose 3 Free Packs from the following Categories: Bruiser Point Buy, Melee Point Buy, or Training Point Buy.
  • Gudhjarta is the herald of Tadhg's winter of malcontent, capable of summoning the terrible frost of the frozen wastes anywhere in the world. Its wielder may request for Lore/World Staff to turn an area in Regalia into a frozen hellscape (including parts of the city), which will cast the area in a deep freeze. Anyone who fights inside these winter areas has -2 HP (or -1 Block Token if reduced HP) on Combat start, except the wielder of Gudhjarta and any other Fornoss believer. Only one frost zone can be active at any given time, and though it cannot be removed by anyone but the wielder, such an event is telegraphed and Player Characters will know what/who caused it.
  • Gudhjarta is capable of Cursing a Player Character that it deals any amount of HP Damage to with the Wintergrasp Curse. While under the influence of the Wintergrasp Curse, the Target loses their Heritage Traits and becomes a Godsrot Undead instead, gaining Godsrot Undead Heritage Mechanics. This state can either be voluntarily released by Gudhjarta's wielder or be removed by having 3 Mages with at least 7 Proficiency investments in Magic Dispel the Curse. This Curse cannot be removed by Priestly Absorption.
  • Gudhjarta as an artifact of the God of life and death, is made from the horns of the Demon-scorn. Gudhjarta grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on any Mystech Variant, or Undead. Additionally, even when not attacking Characters of these Heritages, 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 returns to silent winter, leaving behind a Winterhold Axe.
  • The Winterhold Axe Collectible inherits the Permanent Mechanic of the Artifact.
  • While there are several Winterhold Axes, each looks unique, though should be inspired by the Artifact.

Accreditation
WritersMonMarty
ArtistsMonMarty
Last EditorFirefan96 on 10/14/2024.

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