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Andlár, Gatekeeper of Bev, Mirror of Life and Nidda, Dancer of Death, 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 Old Gods faith. Andlár is believed among the Old Gods worshipers to be the blessed gatekeeper, or key depending on your translation, of the mirror between the two Gods of death, a tool to arbitrate life and death, but more specifically enforce death onto the Undead. Andlár has passed in the hands of a great many Vaarda throughout the centuries, giving many of them legacy and legendary feats in the names of their Gods, eventually landing in the Regalian Archipelago, where an expedition to deep Helbolwen in Irvainvik uncovered it, and it was brought to Regalia proper. The weapon still remains one of the most important artifacts among the Old Gods worshipers, and even though its actual legacy and reputation has waned in the Regalian Archipelago itself, the weapon remains famous outside of the Archipelago, and demands a great deal of worship among those who especially show favor to the Union of Water.
Andlár, Gatekeeper of Bev and Nidda | |
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Artifacts | |
Name | Andlár, Gatekeeper of Bev and Nidda |
Origin | Old Gods |
Tier | Rare Tier II |
Type | Weapon |
Origins
Andlár’s creation is mostly a mystery, and it is commonly believed among the Old Gods worshipers that it was created by the Gods themselves, and given to the Velheim people to do their work, or more specifically the work of the death Gods. Yet, the blessings of the other Gods are also believed to be present, as the weapon was forged in Zenith Silver, a metal unique to Dáuw, King of Mountains, 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. It was passed from great Vaarda champion to champion, until the Skagger Wars where it was lost for a longer period of time. Eventually, the weapon passed into the hands of those residing in Regalia, after an expedition unearthed it.
Appearance
Andlár 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 Unions. 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. Andlár 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 Abilities and Specials
Abilities
Andlár is a Tier II Artifact, meaning it is one of the stronger Artifacts in the world.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
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Bev's Deceit | Instant Power | 3 Blocks | Grants the user Bev's Deceit | N/A |
Nidda's Winds | Constant Passive | Self | Grants the user Nidda's Winds | N/A |
Specials
- Artifact Mindwall: The Artifact protects the wielder's mind from foreign influences. While carrying or wielding the Artifact, the user is immune to Control Powers or any other Ability or Mechanic that affects the mind of the user, changed it, or subjects them to any form of foreign control or puppeteering.
- Artifact Durability: Artifacts are immune to Physical or Magical damage, meaning the item can never be destroyed, degraded, aged, de-aged, corroded, corrupted, or damaged and blunted. Greater entities such as deities however can damage Artifacts. Additionally, the user is also immune to any Abilities or Mechanics that would disarm them of their artifact.
- Artifact Housebound: This Artifact requires the owner to have an Estate, Clandestine Base, or Rental Region that they designate as their home. Their 'home' becomes a valid Raid-target pursuant the same rules applying to the Magi-Vault, and a Raid can be initiated against their 'home' with the intention of stealing the Artifact.
- Andlár's Reputation: Andlár is one of the most venerated Weapons among Old Gods worshipers. Anyone who is the wielder of Andlár unlocks more favorable responses and potential responses that would not normally be available from Old Gods people across the World, except those who worship the Flesh and Metal Gods of Old Gods.
- Andlár's Trueheart: Andlár empowers the wielder, but only true Old Gods worshipers. While the Weapon and its normal Abilities can still be used by non-believers, only those who worship the Old Gods, either Velheim or Cellik variants, will receive +2 Strength that can break the 7 Proficiency Point Limit, but does not grant additional Point Buy.
- Andlár's Deceit: This Special can only be used when on consenting (verbal consent is not needed, understanding of consequences and mentally agreeing can be enough) or restrained Targets. When used, the weapon executed the Target in a very believable fashion, including but not limited to beheading and blood splatters, an illusion that cannot be seen through even by those who are immune to Illusions. The subject will appear dead and their consciousness enters a state of non-existence. The sword hilt can then be rotated any time (even days or weeks later) which will force the consciousness back into the body, and undo the highly convincing fake-death. If the body is destroyed after execution, the Target will still die.
- Andlár's Keygate: Andlár is one of the so-called Bev's Skeleton Keys, meaning it can open any of Vaarda Gateways around the world in progressions, notably found in Velheim states or locations where the Velheim once settled in the long distant past.
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