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Riverhide: Difference between revisions

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Created page with "{{Info Artifacts |image = noimg.png |name = Riverhide, Thunder’s Cover |origin = Draconism |tier = Rare Tier II |type = Armor |}} /// It is said that the rivers remember all; with the constant flow of their currents, that beautiful memories are forever in motion. Chaos is not an unfamiliar idea to the world of Aloria. Riverhide is the calm before the storm - the chaos - first created as a warbanner that fluttered proudly..."
 
 
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{{Info Artifacts
{{Info Artifacts
|image          = noimg.png
|image          = L12,R1,C1,Riverhide,visible,Normal,255.png
|name          = Riverhide, Thunder’s Cover
|name          = Riverhide, Thunder’s Cover
|origin          = [[Draconism]]
|origin          = [[Draconism]]
|tier          = Rare Tier II
|type          = Armor
|type          = Armor
|}}
|}}
///
The legend of Riverhide tells the story of a war banner that transformed into a cloak with miraculous powers. It was seen in various locations, always connected to water, and brought about strange occurrences. Riverhide is the calm before the storm, first created as a war banner that fluttered proudly in the [[Last City of the Living]]. Presented in such a morbid plane of existence where death is so rife, the waterfowl standard was flown as a statement by the Anglian Witch who called it a gift: that ‘no aggressor could wear out the patience bestowed by Regulus’ teachings’ and that ‘His love would forgive the lost one day.’ It appeared on the back of a despotic Count who then had a change of heart after a lightning strike. The common theme in all accounts is that Riverhide never stayed in one place for long and was always found near a body of water.
It is said that the rivers remember all; with the constant flow of their currents, that beautiful memories are forever in motion. Chaos is not an unfamiliar idea to the world of Aloria. Riverhide is the calm before the storm - the chaos - first created as a warbanner that fluttered proudly in the [[Last City of the Living]]. Presented in such a morbid plane of existence where death is so rife, the waterfowl standard was flown as a statement by the Anglian Witch who called it a gift: that ‘no aggressor could wear out the patience bestowed by Regulus’ teachings’, and that ‘His love would forgive the Lost one day.’


==Origins==
==Description==
While Riverhide’s powers are best told as a fable, its previous sightings, though rare, have made ostensible claims to its humble yet miraculous nature. Some say it was a lover that wove the tapestry in a farewell, while others say they made it themself after a long night weaving in a storm. Either way, Riverhide was seen planted atop the wall of Maarya by an Anglian Witch stationed in Kur, where it remained to weather the Beyond’s worst. When the Anglian Witch retired from Kur, so too did Riverhide, where they took up service at Regulus’ temple in the Draackenrust Mountains. What vestigial remains of the warbanner was transformed into a cloak, where it was passed down from apprentice to apprentice, until it was eventually lost during a flood. Though devastating to the local crops and land, it was miraculous the flood accrued no fatalities, with Riverhide being seen on the bank of the Axell River but soon to disappear again. The cloak wound up being seen on the back of a despotic Count once more, he who barred the common folk from fishing in his rivers. It was rumored that he had Riverhide in his possession for ten days, before lightning struck him on clearest eleventh. Again, it was by miracle that the Count did not perish, and that he saw it as Regulus' warning to ‘do better’. He lifted the ban, and so Riverhide was seen blown away by a strong gust of wind after. Many more odd accounts such as this have been told, with only two themes identified across all of them: that it never stayed on one’s shoulders for long, and that a body of water was always nearby.
Riverhide is a large blue cloak with a white stream flowing down its center, depicting an unfinished waterfowl motif. It has sparked a trend among young Anglian Witches, who now incorporate bodies of water into their fashion. There is speculation about Regulus's involvement in blessing the cloak, as the original owner never confirmed or denied it. It has a handmade quality and warps to fit the wearer's body, rippling down their frame in great waves.


==Appearance==
==Artifact Mechanics==
Riverhide is a large blue cloak that depicts a white stream flowing down its center. This pattern is embroidered on, though looks to be unfinished with the incomplete motif of a waterfowl present, or that it had largely been torn off because of its time in Kur. Riverhide itself is one of a kind, but has sparked a trend amongst some young Anglian Witches, who now incorporate bodies of water into their fashion. It is up to speculation if Regulus lended a direct hand in the blessing of the cloak, as the original owner never confirmed or denied. However, there is a handmade quality to the piece that suggests the creator had a deep love for their invention. It warps to fit the body of whoever wears it, rippling down their frame in great waves.
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===
* Riverhide protects the user from Monsters both in the dead lands of Kur, and in Aloria. Any Event Monster or Player Character who is presently in a Monster Transformation cannot see the wearer of Riverhide, so long as they do not initiate Combat, do not speak, and do not attempt to steal anything.  
===Sparked Mechanics===
* Any crime the wearer of Riverhide commits, becomes untraceable to them. Any criminal records, any memory, and any evidence that would link the crime back to them is changed so that it cannot be remembered, or cannot be accurately read. This even affects Mechanics which would prevent a Character's memories from being tampered with, Riverhide disallows them from recording real memories.  
* Riverhide's inside fabric is host to a whole garden of medicinal herbs and plants that can be ground or consumed for all manner of positive effects. Even if the user does not know any herbology, they will instinctively know what plant does what, and are able to cure most non-lethal/genetic ailments and diseases or provide similar utilitarian benefits as Alchemy in general does.
===Sparked Combat Mechanics===
* Riverhide's wielder can choose 3 Free Packs from the following Categories: Medical Point Buy, Cleric Point Buy, or Roguery Point Buy.
* Riverhide as a cloak was used to make war on the Ordial Shades of Kur, and protect against their magic. Meratar grants the wielder +2 Defense Stat (breaking Cap up to 9) while using defending from Attack Emotes from any Character that is Ordial Aligned. Additionally, even when not attacking Characters of these faiths, the wielder's Defence Dice Roll Minimum is set to 3.


==Artifact Mechanics=
==Collectible Artifact==
Riverhide is a Primal (Dragon God Magic) Artifact Artifact. As Riverhide is an Artifact, there are several rules associated with Artifact Ownership, see Artifact page. Riverhide also provides the following specials:
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 may be traded away by their owner if they are unable to use the Permanent Mechanic due to the use limitation. To summarize this Artifact's Collectible properties:
====Permanent Mechanics====
* Marty Will Fill This In
* Riverhide has a strong history with the Crown Witches of Regulus, primarily from Anglia. Along with most Draconists, these groups favor Riverhide’s wielder.
* The UNIQUE NAME Collectible inherits the Permanent Mechanic of Riverhide but can only be used by MARTY/ALEX FILL IN. While there are several UNIQUE NAME, each looks unique, though should be inspired by the appearance of Riverhide.
* When exposed to water, the cloak absorbs all dampness. It protects the user from getting wet.
====Artifactspark Mechanics====
* Riverhide possesses a benevolent nature. During an Event, the player may consult the Event DM to ask if Riverhide can save them from mortal danger. If so, make sure to communicate with the Event DM to determine if this mechanic would work, and how it takes effect.
* Riverhide has swapped shoulders between many Anglian Witches. Bearing this in mind, the wearer becomes capable of growing medicinal herbs on the go, producing new exotic plants, which can be used for mundane healing. Additionally, it grants the user Archon Mechanics 5 and 6.  


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

Latest revision as of 05:05, 28 September 2024

Riverhide, Thunder’s Cover
Artifacts
NameRiverhide, Thunder’s Cover
OriginDraconism
TypeArmor

The legend of Riverhide tells the story of a war banner that transformed into a cloak with miraculous powers. It was seen in various locations, always connected to water, and brought about strange occurrences. Riverhide is the calm before the storm, first created as a war banner that fluttered proudly in the Last City of the Living. Presented in such a morbid plane of existence where death is so rife, the waterfowl standard was flown as a statement by the Anglian Witch who called it a gift: that ‘no aggressor could wear out the patience bestowed by Regulus’ teachings’ and that ‘His love would forgive the lost one day.’ It appeared on the back of a despotic Count who then had a change of heart after a lightning strike. The common theme in all accounts is that Riverhide never stayed in one place for long and was always found near a body of water.

Description

Riverhide is a large blue cloak with a white stream flowing down its center, depicting an unfinished waterfowl motif. It has sparked a trend among young Anglian Witches, who now incorporate bodies of water into their fashion. There is speculation about Regulus's involvement in blessing the cloak, as the original owner never confirmed or denied it. It has a handmade quality and warps to fit the wearer's body, rippling down their frame in great waves.

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

  • Riverhide protects the user from Monsters both in the dead lands of Kur, and in Aloria. Any Event Monster or Player Character who is presently in a Monster Transformation cannot see the wearer of Riverhide, so long as they do not initiate Combat, do not speak, and do not attempt to steal anything.

Sparked Mechanics

  • Any crime the wearer of Riverhide commits, becomes untraceable to them. Any criminal records, any memory, and any evidence that would link the crime back to them is changed so that it cannot be remembered, or cannot be accurately read. This even affects Mechanics which would prevent a Character's memories from being tampered with, Riverhide disallows them from recording real memories.
  • Riverhide's inside fabric is host to a whole garden of medicinal herbs and plants that can be ground or consumed for all manner of positive effects. Even if the user does not know any herbology, they will instinctively know what plant does what, and are able to cure most non-lethal/genetic ailments and diseases or provide similar utilitarian benefits as Alchemy in general does.

Sparked Combat Mechanics

  • Riverhide's wielder can choose 3 Free Packs from the following Categories: Medical Point Buy, Cleric Point Buy, or Roguery Point Buy.
  • Riverhide as a cloak was used to make war on the Ordial Shades of Kur, and protect against their magic. Meratar grants the wielder +2 Defense Stat (breaking Cap up to 9) while using defending from Attack Emotes from any Character that is Ordial Aligned. 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 may be traded away by their owner if they are unable to use the Permanent Mechanic due to the use limitation. To summarize this Artifact's Collectible properties:

  • Marty Will Fill This In
  • The UNIQUE NAME Collectible inherits the Permanent Mechanic of Riverhide but can only be used by MARTY/ALEX FILL IN. While there are several UNIQUE NAME, each looks unique, though should be inspired by the appearance of Riverhide.

Accreditation
Writersellereller, MantaRey
Processorsbirdsfoot_violet
Last EditorBirdsfoot violet on 09/28/2024.

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