Ruton, Necklace of the Gravedeep, is a Dwarven artifact created by Dáuw, the Dwarven God of the Fornoss pantheon. It was forged to combat the Enemies of the Deep and is part of a larger collection of jewelry. Ruton has a rich history, having seen battles with Vampires, Dakkar, Ailor riots, and monsters in the City of Regalia. It was supposedly forged in the deepest Dwarven forge and has passed through the hands of many Dwarves. The necklace was discarded by the Dakkar and eventually made its way back to the Deepdelver legions. Despite its origins, Ruton holds a special place even for Dwarves who do not worship Fornoss.
Description
Ruton is classified as an Accessory Artifact, meaning it cannot be wielded at the same time with other Accessory Artifacts by the same owner. Ruton appears as a regular iron chain but is surprisingly light to the wearer. When underground, it glows with a faint green hue, revealing ancient Dwarven runes on three cast iron tablets. These runes contain spells of protection and benedictions of Dáuw to encourage strength and fortitude. However, Ruton is terrified of fire and will start aggressively chiming and vibrating if held near it.
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
Ruton's wielder can manifest rare earth metals and materials from the deep crust at will, summoning them from the deep with the will of the forefather. These materials can then be used in Metallurgy, and generally speaking, have monetary value, but there are limits to how much they can summon before the soil beneath them becomes exhausted. Additionally, Ruton's wielder becomes a deep-delver, gaining night-vision while underground or in the dark, and can survive for extended periods without food or water, and breathe low-oxygen air without problems.
Ruton's wielder gains Aedan Godborn Mechanic 2 and 3, though these Mechanics are only active while Ruton has an Artifactspark in it.
Ruton's wielder gains Halfvel Godborn Mechanic 2 and 3, though these Mechanics are only active while Ruton has an Artifactspark in it.
Ruton is a great force equalizer, used historically by Dwarves to fight their much larger enemies. Ruton grants the wielder +2 Attack Stat (breaking Cap up to 11) while using Attack Emotes on those of the following Heritages: Urlan, Dakkar, and Eronidas. 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 finds a new master for the cause, leaving behind a Metalcast Chain.
The Metalcast Chain Collectible inherits the Permanent Mechanic of the Artifact.
While there are several Metalcast Chains, each looks unique, though should be inspired by the Artifact.