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| The Flaming Sword appears like any other mundane, Steel Longsword at first glance. The fuller of the blade has Unionist Sanktist prayers written along the length on both sides, with the pommel cast into the Eye of Union, with a gold plating over the top. The grip of the blade is wrapped in Tyrian died leather straps, showing minor wear from the decades of usage.
| The Flaming Sword appears like any other mundane, Steel Longsword at first glance. The fuller of the blade has Unionist Sanktist prayers written along the length on both sides, with the pommel cast into the Eye of Union, with a gold plating over the top. The grip of the blade is wrapped in Tyrian died leather straps, showing minor wear from the decades of usage.
| The Flaming Sword of the Heron has a unique property in that it detects harmful or violent intent towards its wielder, whether it is sheathed or wielded. If any person has the intent to attack, harm, or inflict violence on its wielder, the sword starts glowing a radiant gold to warm the wielder. Additionally, as soon as the weapon is used to attack by the wielder, it is wreathed in magical golden fire, which does not harm or negatively affect the blade, but wounds inflicted by the blade additionally sting (akin to a burn from boiling water). It cannot set things alight, and the flame feels cold to the wielder. The flame is doused anytime the weapon is sheathed.
| The Flaming Sword of the Heron has a unique property in that it detects harmful or violent intent towards its wielder, whether it is sheathed or wielded. If any person has the intent to attack, harm, or inflict violence on its wielder, the sword starts glowing a radiant gold to warm the wielder. Additionally, as soon as the weapon is used to attack by the wielder, it is wreathed in magical golden fire, which does not harm or negatively affect the blade, but wounds inflicted by the blade additionally sting (akin to a burn from boiling water). It cannot set things alight, and the flame feels cold to the wielder. The flame is doused anytime the weapon is sheathed.
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| Nenya Stake
| Ancient artifacts left behind from the Nenya of old, Nenya Stakes serve as an unusual and holy relic for religious Nelfin and Yanar, as well as a powerful weapon against those infected with the Sanguine Curse. When an Elf by the name of Calm’vaerda A’revalo inadvertently discovered how powerful these stakes were, their use as a weapon spread quickly through Cielothar and Yanar networks with access to it. Today, it is difficult to find a Nenya Stake outside protected religious groups, temples, and lucky collectors. However, anyone in possession of a Nenya Stake is one of the most dangerous foes against any infected unfortunate enough to cross them.
| Imbued with its ancient magic and the blessings of Estel, wood from the ancient Nenya has an almost glossy, polished look to it, as if it were covered in hardened sap. While the wood from a Nenya can rot, if it remains protected by the thick layer of resin that coats it (which coats any wood separated from the tree), it will retain its marbled appearance. While Nenya Stakes can vary in shape or size, most stakes used against Sanguines have been whittled to have a pointed end to better pierce through the vampire’s skin. Nenya Stakes usually lean on the thinner side, making them even more useful as piercing weapons. Despite its gleaming exterior, one doesn’t have to polish or preserve their Nenya Stake. Finally, the wood from a Nenya Stake isn’t brittle; while Nenya Stakes can be sawed or cut through with a little more effort than usual, snapping it is much more difficult than a typical stake.
| The Nenya Stake has two possible uses. For most Vampires, having the skin pierced by a Nenya Stake will cause abrupt paralysis which typically lasts around fifteen minutes. Whether the Sanguine is stabbed in the arm or the chest, as long as it breaks skin in a manner that isn’t a scratch or a cut, the infected will collapse and remain unable to move. Gradually over the final five minutes, they will regain feeling, first in their fingers, their hands, arms, head, and core. During this entire period, unless otherwise rendered, the vampire will retain their consciousness and be fully cognizant of their environment.
The second use of the Nenya Stake is used during the curing ritual. If a Vampire is pierced with a Nenya Stake during the ritual, it will always result in a successful cure, regardless of the Vampire having any Ability to prevent curing. In either case, once a Nenya Stake is used, it immediately dissolved, making it a one-time use Mythic.
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Revision as of 23:42, 15 March 2021

Mythics belong to the distinction of Artifacts, but are are more often than not less powerful or less historically notable. Mythics generally speaking are easier to find, but also easier lost. They have some sort of historical impact, thematic source (such as for example, Dragon powers, or Void Arken), and in all ways function exactly the same as Artifacts do (with regards to not being destroy-able, and having special Ability mechanics). In essence, Mythics are Artifacts, just with less information or function to go off of. Still, because of their flashy appearance and because of many greedy and willing collectors, Mythics don't draw any less attention than Artifacts do, and are just as desired. Similarly to Artifacts, Mythics are covered by the Special Item Rule, meaning that when a Character owns a Mythic, they must always carry it on their person, unless this would become unreasonable (such as wearing weapons in the Imperial Palace, where this is strictly banned and can get a Character executed). All other locations however, Artifacts must always be worn, so that they can also always be stolen. It is not necessary to emote the presence of an Artifact to everyone every new meeting or scene, but it is necessary to inform a player if they attempt to steal something, or loot an unconscious bearer. Being able to identify Artifacts or Mythics is regulated by the Arcanology Proficiency. Without the necessary Arcanology pack your Character will not be able to identify any Mythics or Artifacts. There is however one exception, if your Character has owned a single Mythic or Artifact for at least 7 uninterrupted days (on them, not stored somewhere), then they will be able to identify that Artifact from that point onwards, but only that specific Artifact. Some of these Mythics may be released into circulation, while some may not be. If you are unsure, please make a ticket on the RP Community Discord.

Dragon Mythics

Depiction Name Origin Appearance Uses
Dragon Mythics
- Bident of the Roar First recorded as being within possession of the Cult of Drogon, the Bident of the Roar shifted rapidly between high-profile warriors, and gained an infamous reputation among Allorn loyalists as a mark of incoming death before being lost to time after the Cult of Drogon became the Isldar. A classical two-pronged spear, the Bident is made recognizable through its material, black as the night sky and dotted in violet-tinted Dragon Runes which spread down it in a swirling pattern. Around one of the prongs is a black cloth, which remains unstained and undamaged despite presumed centuries of use. When thrown, the Bident causes far more impact damage than any other weapon of its type, stunning all but the thrower for 10 seconds in an area of 2 blocks around the impact zone. This only works if striking terrain, rather than actual subjects. It will function like a normal javelin otherwise. The Bident does not return to the user after being thrown, though the amount of time spent stunned is usually enough for it to be retrieved.
- Claw Earring of Taal Claw Earrings of Taal were made by the Blue Crown Dragons to bestow upon those who aided them in the Immortal War, to help them understand Wyrmtongue and Dragonspeech. Hundreds of these earrings once existed, but the disappearance of Dragons have largely made them a novelty, disappearing in jewelry boxes and forgotten about since they no longer rang upon hearing Wyrmtongue. The Claw Earring of Taal actually looks more like a seashell, about half an inch large, attached to a small golden chain with a ring at the end. The Artifact is properly applied by inserting the ring into an earring hole, thus allowing the shell part to dangle freely from the earlobe. It is neither heavy nor light, moves around freely, but can be felt there at all time. The wearer can, through the Claw Earring of Taal, hear Dragonspeech or Wyrmtongue from any distance, and it is automatically translated into Common into their ear at the same time. It does not grant them the ability to speak the language however.
- Titan Wings of Qarnatah The Titan Wings of Qarnatah were made by the old Walousa of Almuhaddeen in what is present day the Songaskian Masaya, but at the time was owned by the Sariyd Empire. The device was made with a more ancient form of Clockwork engineering and Soul Essence infusing, making it immensely durable, and having survived for hundreds of years of wear and use. This Mythic will not be released into circulation. The Titan Wings of Qarnatah are a set of Clockwork tubes attached to the hips with belts and wires attaching to the torso and arms for easy manuevering. They appear just like normal brass storage devices, but give off an inner white glow and slight glowing mist coming from the openings in the front. The wearer is able to, every 2 seconds, use Soul-Essence latches to rapidly propel themselves across the battlefield. These appear like lassos of Soul-Essence shooting out of the clockwork brass tubes, attaching onto anything non-organic, before launching the wearer in the direction of the latch by reeling them in and detaching when the zenith is met, launching the wearer forward. This can also be done to suspend a person from a ceiling or building, as they can control when the latches detach. It does not however grant them immunity to fall damage. A second use, which puts the device on a 30 minute cooldown, is a rapid swing from building to building. The wearer can re-position themselevs anywhere in Regalia within mere seconds by latching from building to building.
- Farsight Ceroscope of Cadar The Farsight Ceroscope of Cadar was supposedly commissioned (or made, depending on who you ask) by Melissandre Cadar, a looking glass with exceptional zoom and clear view, far greater than any optics produced even in the modern era. The Farsight Ceroscope is an ivory looking glass, with golden paneling and engravings, the glass itself of a pristine and un-damage-able crystal. The widest part of the Ceroscope has a dragon engraving coiling around the edge from which the glass part is visible. This Artifact is usable from any distance as long as no obstacles are between the target and the user. The user must use announce emote to announce its usage, and then message the individuals they are looking at to pm them what emotes they engage in. It also has a progression use, where, if fully unfolded, allows the user to peer into lands far far away, looking at a rough 60 by 60 foot area at a time. (PM MonMarty on Discord for responses to far looking. Responses may be moderated for fair-use).
- Twin rings of Rhaakhr The Twin rings were a gift of Rhaakr, often given to two lovers favored by the Blue Crown Dragon throughout the ages before the disappearance of the Dragons. Many of these rings were buried with the dead, slowly disappearing from circulation until they were rumored all but lost. The Twin rings look simple, a golden band with a fairly simply shaped six-pointed flower out of some sort of purple-blue hue'd metal, atop of which a sall emblem of a Dragon rests, with a single tiny sapphire as an eye. This Artifact must be worn by two different individuals, but if one is removed after being settled on a finger, the other flips off the hand of the other wearer, and teleports to the one that is taken off the other wearer. This means that if one of the rings is stolen, they automatically both are stolen and transferred. Those wearing the rings can communicate with each other telepathically in a two-way communication style through pm's.

Void Mythics

Depiction Name Origin Appearance Uses
Void Mythics
- Chef’s Trick A legendary chef’s knife that has passed from many-a hand, from court caterers, local bakers, aspiring gormounds, and restaurant sou-chefs. The tale itself of this unique kitchen tool is one that carries much fame and infamy, a gift from the Gluttony Arken himself to the world. The last to wield its power was Chef Kaspar, the head chef of the Montanian Noble Court. With it he made a name for himself underneath House di Alan, and was rumored to manipulate people within it through the meals he made for them. After the rulership changed hands it was discovered the source of the chef’s skill came from the knife itself and was promptly fired and the knife confiscated. A whitewood handle that never stains hosts a 12-inch long blade that never dirties or stains. The sheen to the blade remains remarkable without need of shining. The handle itself sports an array of alien runes engraved into it that cannot be described, constantly shifting in shapes and form before your very eyes. Any meal that this user cooks wielding Chef’s Trick can be manipulated, its ingredients when prepared can be imbued to give off any flavor, texture, temperature (or quality such as lean & healthy to fatty and unhealthy). Food can be empowered to become extremely tasty, or even compellingly addictive, or effect a meal to make it downright disgusting and life threatening. Anytime Chef’s Trick is being used a black and crimson vapor envelopes and rises off of the wielder’s hand, and runs up along their arm.
- Mirror, Mirror A handheld mirror that's been enchanted by the Arken of Beauty, the time of which this occurred is unclear. It is known however that the mirror passed hands from numerous courtiers across the world over the ages seeking to advance and swap places with members of their court either through guile or mischief. It was not till Sovereign Dominique Victois Singerie Tomaise Looxois Lefeuronne was executed that her loyalists were sought out next for the chopping block. One such loyalist, a Duke, had swapped bodies with one of his daughter’s handmaidens to escape punishment from King Florent de Gosselin. An intricately designed hand mirror, of sterling silver with golden filaments. A verse in void scripture warbles and changes randomly along the back of its mirror and down the grip of ivory inlaid. Two sharp prongs on either side of the bottom edge of the mirror itself stick out at a length which would allow someone to prick their thumb upon it. When two knowing individuals willingly prick their finger upon the mirror whilst holding it together and recite the phrase inscribed upon it “Mirror, mirror, within our grasp. May beauty be shared, hand, in hand.” it activates and the two individuals switch bodies. The mirror’s influence can be broken by exorcism, as this counts as a possession. The body swap lasts indefinitely until exorcised. Powers such as magic, ritualism, and afflictions follow the original host to the new body. Mutations remain however. You cannot swap bodies with any non-approved character.

Exist Mythics

Depiction Name Origin Appearance Uses
Exist Mythics
- Widower’s Direction They say the very seas blessed the compass of late Captain Ölleia the Brineweaver. A lingering magic which a sea hag imbued upon the captain’s compass for sparing her life. Its purpose is to lead its owner to their destined point of interest. Captain Ölleia embarked upon a great journey across the western waters of Hyarroc after the death of her husband, a vow given to use it to chart all that she could of the western seas. The compass is all that remains of the voyage, mysteriously finding its way back to shore. A handheld dark wood base with tarnished Silver gilding along the edges and a busted latch that disallows it from completely closing all the way. It’s compass wheel spins around widely until it comes into possession of someone for longer than a week. The glass that shields it is cracked, and the compass itself waterlogged nearly beyond the point which would eventually aim north. Once per week the wielder is capable of dowsing the location of a place they have either visited or have read an extensive amount on and have become familiar with for a safe journey. The compass will then always point in the direction of their targeted location, until they reach it, for which it will then return to spinning wildly, or if they do not reach this place within two weeks. If the user attempts to dowse a location they’re either unfamiliar with or have never been to it will lead them astray, towards imminent danger such as storms or monsters.
- Stylus of the Dorinn Maestro The exact origin of the Stylus of the Dorinn Maestro is unknown, but it is heavily implied to be related to the Exist Arken Maestro, or the Exist Arken Writer, or perhaps both due to thematic overlap. This Pencil rotated ownership through some of the major literary geniuses to have come from Dorinn and Guilde in Anglia through the ages before disappearing after a fire in the Lo Theatre at the end of the Lo Occupation. The Stylus is made of Ivory, a light but firm grip and an immensely richly decorated silver tip with engraved letters of unknown origins. The back of the Stylus has a small blue feather that never seems to wear or lose its fluffyness. When the Stylus is committed to paper, the owner may write the description of a person, as well as a scene setting for them. When they finish writing an average book page of content, and remove the Stylus from paper, putting the sealing tip back onto the Stylus, they themselves will transform and take on the description of the person on the page, with any clothing that might suit the scene and setting as described on the page. The page then disappears, and the Stylus is rendered inert for 24 hours. This transformation remains active for 24 hours, and counts as a Mythic Transformation. Racial Abilities are not changed, and the appearance of the person must remain within the confines of what each race or gender within that race is capable of, otherwise it simply will not work. The same appearance can be used more than once, but the appearance will never be that of another living person, as the imitation is always off, no matter how verb-proficient the writer is.

Ordial Mythics

Depiction Name Origin Appearance Uses
Ordial Mythics
- Athaniar's Key Athaniar's Key was created by Black Exarch Athaniar, one of the former figureheads of the Children of Kruphos-- an Ordial death cult that formed in the Allorn Empire in the middle of its tenure. The Key was used as a ceremonial object within the cult, and was passed on between Black Exarchs until it was lost to time. Athaniar's Key appears as a sleek key forged of shiny black Steel with an assortment of crude runes etched into its sides that are meant to be sounded out in Deathspeech, though have become indecipherable over time. The head of the key is shaped like a skull. When held, the wielder can touch the key to the back of somebody's head which will open up a ghostly green keyhole which the key can be slid into and turned, transporting the wielder into a visual, dream-like representation of the person's conscious. From there, the target can voluntarily guide the key's wielder through their thoughts and memories in real-time, as if they were there. They can only stay in the dream conscious for 24 hours, and it cannot be entered while in combat or to avoid danger.
- Gaze of Erasure The most commonly given one is that it came about after soldiers returned from the Chrysant War, having been brought along in a return ship before quickly transferring from province to province, with most wearers not holding it for long. The Gaze is a black blindfold, with two green marks that always seem to magically reposition themselves to the exact spot where the wearers’ eyes are. When worn, a stream of mint green mist leaks out from the blindfold’s marks. When worn, the Gaze allows the user to view themselves, and everything around them, from a third person perspective. This means the user is functionally aware of every person in the room, alongside their position. This means they cannot be snuck up upon, but it does not give them the agility to avoid anything they might learn from using it, nor does it grant them the training to fight when viewing themselves from an outward perspective.
- Totem of Axiom The Totem of Axiom is an artifact of unknown making, from Etosil. The Bone King supposedly used these artifacts to grant Undeadism to favored living prisoners. Dozens if not hundreds exist in the world, but to find any of them is quite rare, considering they are destroyed after their one-time use. The Totem of Axiom is a necklace of Etosian Unionist designs. It contains Unionist elements, but changed to appear more bone-like than golden decorated. The Unionist Eye glows with a pale green glow at the center. While worn, the wearer does not die properly, though appears dead for up to 48 hours, after which they revive as an undead. Any bodily damage applied after death is undone upon revival, oriented from the heart. The necklace shatters upon death, and its effects do not work if the body is purified after Guard execution.

Old Gods Mythics

Depiction Name Origin Appearance Uses
Old Gods Mythics
- Greatsword of Vaarda The Greatsword of Vaarda is said to have belonged to Vaarda av Rikefjell, a legendary Skorda who protected the Necropolis of Irvainvik, a complex of multiple Helbolwen from Clannadh Alba invasions during the Skagger Wars. It was supposedly a blessing given by Basjtur for defeating 100 invaders in a single battle. The Greatsword of Vaarda looks like a Velheim-style Steel greatsword, with intense braid engraving on the blade, jagged teeth on both blade edges like a seal tooth, and a handle wrapped in black leather. The weapon has a faint white glow, like the reflection of snow. With every swing or thrust, aesthetic snow flurries follow the movement of the Sword. The wielder becomes immune to damage from cold, and any damage inflicted by Ice Magic or effects, including sharp projectiles like ice-shards. Additionally, the wielder can summon a snowstorm while standing still in a 2 block radius around them, that while the sword is held up in an Immobile Channel, makes the wielder immune to Mundane Projectiles (but not Magical Projectiles)

Unionist Mythics

Depiction Name Origin Appearance Uses
Unionist Mythics
- Eurlon’s Plan Claimed as being a blessing granted to the Sancella upon the Heron Eurlon’s death, Eurlon’s Plan fell into relative obscurity in comparison to the myriad of other Holy Artifacts kept in the Sancella’s old vault. With the Tenth Creed, the resulting chaos allowed the item to fall out of the Church’s grasp. A stark-white bracelet with the emblem of a golden Heron branded into the center, Eurlon’s Plan is actually rather inconspicuous in comparison to most other artifacts, though the easy clip-unclip process allows for the item to be equipped very quickly. When worn, Eurlon’s Plan sizes up the wielder by a full-body build, regardless of what body build is possible for their Race. It also allows for the breaking down of barriers with a single punch. This extends to mage wards, wooden barricades, and armor. When striking people, however, it does not affect them any differently. This also leaves no harm onto the wielder, even if they are punching with a bare fist. After one punch, the ‘barrier-breaking’ use goes on cooldown for ten minutes.
- The Shackles of Joy Their insidious beginnings came along through their usage within the Divinarian of Girobalda around 190 AC. Their name may mean one thing but their purpose is entirely of another. A horrific punishment, a device meant to both torture and restrain whomever has been trapped with them. The Shackles of Joy have harmed hundreds over the years, and are considered a divine relic among the Diviner Unionists for their means of reconditioning the degenerates plaguing Regalia. Wrought iron shackles that change form when latched around the wrists of those that bear them. Rusty, dried blood crusts the edges from years of victims, never cleaned. The inside of the manacles host four one inch nails that are driven into the wrists when latched on and sink through soft flesh. The Shackles are thrown through Bola Proficiency, and hit with the same hit-chance, instantly applying their affect if hit. Anyone that is affected by the Shackles of Joy is completely and utterly restrained. Their body locks up, as though they have been petrified, while also being immune to harm and being able to be moved. However, they’re still able to speak, and they cannot close their eyes (but can still pass out from pain). It takes another individual to free someone from the shackles, causing immense pain to the victim as the nails are removed by four twisting locks.
- Flaming Sword of the Heron The sword was once wielded by Viridian Paladin Karl von Terwer, the Heron of the Flaming Sword, who could, before a battle, ignite his longsword as if it was engulfed in flame, using it to strike terror and fear in all around him. It was said that he was as if a possessed demon, yet in the service of the Imperial Spirit, purging the non believers with holy flame, hence his name. Karl had a very unceremonious death, at the hands of a seaman’s grave, when his ship sank off the coast of Ithiania, but still some months after the Etosian Church declared him the Heron of the Flaming Sword, with the Sancella following soon after. The sword's location however, remained a mystery for many years, allegedly being with Sir Karl when he died. The Flaming Sword appears like any other mundane, Steel Longsword at first glance. The fuller of the blade has Unionist Sanktist prayers written along the length on both sides, with the pommel cast into the Eye of Union, with a gold plating over the top. The grip of the blade is wrapped in Tyrian died leather straps, showing minor wear from the decades of usage. The Flaming Sword of the Heron has a unique property in that it detects harmful or violent intent towards its wielder, whether it is sheathed or wielded. If any person has the intent to attack, harm, or inflict violence on its wielder, the sword starts glowing a radiant gold to warm the wielder. Additionally, as soon as the weapon is used to attack by the wielder, it is wreathed in magical golden fire, which does not harm or negatively affect the blade, but wounds inflicted by the blade additionally sting (akin to a burn from boiling water). It cannot set things alight, and the flame feels cold to the wielder. The flame is doused anytime the weapon is sheathed.

Allorn Mythics

Depiction Name Origin Appearance Uses
Allorn Mythics
- Sense of Pride Created sometime during the days of the Allorn Empire, notably by the Archmage Thalyssa of a Pride Cult, whose name is only remembered because they engraved it upon the bottom of the Artifact. Supposedly, an aspect of Pride within the object allows it to function, but no-one has ever been foolish enough to attempt to open it to find out. The Sense of Pride is a small baseball-sized jeweled sphere made of a white metal. The sphere is split into two halves, with one half coated in red rubies. A black strip of metal separates the two, and the name “Archmage Thalyssa” is engraved in Middle Altalar on the white-metal half. When within Emote Distance of the Pride Arken, the sphere will light up, and start to shake and vibrate.
- Glove of Pernellon The Glove of Pernellon was made by Sol-Varantaal Pernellon, Prince-Mage in the days of the Allorn Empire of the Varantaal region near Talant Faial. Pernellon had an obsession with artifacts of the past, and wished to always know more about them. The Glove of Pernellon is made of green velvet, with swirls of gold-leaf and lapis gems set into the tips and the knuckle areas, interconnected like a root system of sorts, spreading the effects of the Glove to all parts of it. When touching an Artifact or Mythic with the Glove of Pernellon, the user may focus on the item, and if focusing, will receive a lucid vision of the circumstances in which the Artifact was made, and by whom, and where. (In most cases, this requires PM'ing MonMarty for details.)
- Grove-Caller of Loramaan Grove-Callers of Loramaan were once the riders of the Loramaan Principality, famous for having cavalry that rode on white ghostly stags that jumped and pranced around the battlefield. Since the fall of the Allorn Empire, their name has all but waned, but their bracers, used to summon the Grove-stags of Loramaan, still exist, somewhere in the world. The bracer of Loramaan is a steel bracer that takes up most of the space from the wrist to the elbow, adjusting to any forearm it is set upon automatically, with rich engravings of stags racing down a slope, surrounded by altalar warriors and the winds of Magic. When striking the metal of the Grove-Caller of Loramaan (the people who rode the stags also named their bracers after them) with any other type of size of metal, it will summon a Grove-stag of Loramaan nearby the user, the size of a regular antlered stag, though more ghostly and see-through, with a trail of white smoke following in its wake. This Mythic can only be used as a Progression Battle mount. It grants the user mounted combat, and also grants them the necessary skill to ride horses into battle. The Stag of Loramaan can however be hurt and un-summoned by large amounts of damage.
- Nature-Ender During the Mage Wars between 450-250 BC, Archmage Menaren had poured a significant amount of his magic and genius into this dragonslaying bow. A fabled weapon of yore that hasn’t lasted as well as it would be imagined to be as their great line once envisioned. The thrumming vines that twist around the bow still green with life, and the Dragon-sinew string remaining just as tight as the day it was made, but the magic that imbued it to fell it’s intended foes has long gone out. Nature-Ender is of the same size and shape of an Anglian Long-bow. But with thick green vines that spread from the grip up along it’s upper and lower limbs. Five divots have been marked along the base of the bottom limb, signifying five Green Nature Dragon kills. It’s bowstring made of dragonhide also has a deep green tone. The wielder must possess the strength to draw an Anglian Long-bow. Once per day the power of the Nature-Ender can be tapped into by drawing back it’s bowstring and taking aim. One solid arcane projectile lingers when ‘nocked’ which they can shoot towards their intended target. The projectile is the same in terms of an arrow’s size, and moves at the same average speed: the projectile will hit its target if the wielder rolls above a 10 on a /dice 20. If it connects it penetrates through armor, magical wards, and spell shields.

Dewamenet Mythics

Depiction Name Origin Appearance Uses
Dewamenet Mythics
- Cartouche of Greed The Cartouche of Greed was uncovered by an Altalar researcher and archaeologist when sifting through the lost riches of the Dewamenet Empire. The tablet has changed hands rapidly from Allorn private collectors to Dewamenet historians. This religious stone tablet stands as a testament to the many artifacts of the Asha culture and faith that remain out of their own people’s hands. It is said that if one of the Asha people were to regain control over the tablet they would be able to speak to the Herons in person. This Mythic will not be released into circulation. A single smooth stone tablet that can be carried easily if one has a good grip on it and their arm hooked under. The type of stone is of a low-grade metamorphosis slate, and the face of it sports numerous hieroglyphic symbols which hold meaning to followers of the Faces of Baskarr. The opposite side where the symbols are is smooth living metal embedded into the rock itself lending the idea that it can be morphed to extend outwards and act as a tripod to hold the tablet up on display. The wielder of the Cartouche of Greed benefits from no boons or curses. This ancient artifact merely holds historical and religious meaning that any familiar scholar or Baskarr faithful can ascertain. Why it is referred to as the Cartouche of Greed is simply for it’s coveted history, when in fact it’s hieroglyphs depict the lesson of sharing gifts and fortune from Baskarr among the Asha people.
- The Scarab Armlet The Kingdom of Ssil is known to have a number of Scarab Armlets in their control. The armlet’s purpose is that of communication within the Dewamenet Empire. Higher nobles and viziers of the ancient empire utilized this tool to send correspondence. As the Asha broke free and fled east a number of these armlets were recovered from slave-masters and utilized to spread word of the journey. The secrets of their creation have been lost with time and the destruction of their empire and are closely protected now by high profile Asha officials as they’ve become finite. This Mythic will not be released into circulation. A band that wraps around the majority of one’s forearm, a simple clip allows it to be donned and doffed. The band itself consisted of hollow obsidian glass, within it swirling Living Metal in its mercury-like Active state. On the outside of the armlet a solid Living Metal shaped scarab rests roughly the size of an apple. The wearer through the use of the Scarab Armlet must extend their hand out and speak the command word to activate the beetle, ‘Thn-ruuk’. Puppeteered through the manipulation of the Living Metal it is composed of the beetle will then lift off the armlet and hover about the user till given an order. The scarab can do simple tasks such as seeking an individual, carrying a small note or scroll to them, or idly buzz about whomever they’re directed to. Using the courier option of the Armlet can only be done once per day, afterwards the beetle returns to the armlet and goes inert for twenty-four hours to regenerate.
- Oracle’s Eye A large quantity of these Asha statuettes survived the devastation of the Dewamenet Empire through smuggling from the viziers, and worshippers of the Faces of Baskarr. Hidden in troves for recovery at a later point for their religious significance. Each statuette is unique as it inherits the visage of a passed loved one, and their physical heart encased within. They say the very soul of the loved one acts in service to Baskarr and has proven true in protecting many fortunes from prying eyes and greedy hands. This Mythic will not be released into circulation. A black stone statuette is carved by a member of the Baskarr religion to resemble the loved one which was being embalmed. Two emeralds are embedded into the head for eyes, and a portion of their living metal imbues the statuette’s collar. Their heart is stored within it once the correct hieroglyphs detailing their lineage and name have been inscribed along the base of the house-cat shaped body. Each Oracle’s Eye is unique in visual appearance, but shares similar qualities such as the house-cat shaped body that stands upright on its four paws. Every Oracle’s Eye serves as a means to surveille a single room. The command word for each statuette differs, but follows the same string when uttered “Ab-Itja, [Their name, normally recorded on the statuette]” to activate it. After the command word is uttered, in one minute the Oracle’s Eye activates, emitting a soft heart-beat sound. Until the command word, “Hewet, [Their name again]” is uttered the surveillance ends. At any point if someone enters the gaze of the statuette the emerald eyes emit a soft red glow and capture a visual depiction of the room, and who was inside. This can be viewed when the command word, “Sy-iew kheben?” to which it projects the image in an open space before itself, afterwards the eyes return to normal.
- Sandwurm Moon-blade As the Dewamenet Empire fell quickly, many of its people were forced into servitude. One such individual is a martial warrior Rakhet named Neheb. The Sandwurm Khopesh is said to have belonged to this slave-warrior, and used to free many of his people during the fall of the Allorn Empire. The legend goes that Neheb acquired the weapon when he freed himself from the Allorn bonds, fleeing into the wastes of his homeland. He came upon a sandwurm, and slew it with his wits and a weapon fashioned from his shackles alone. He used the creature’s corpse as offering, and prayed to Baskarr to deliver his people from their bonds. The largest fang of the beast formed into this weapon for him to weild. Neheb used the weapon to free his people in neighboring settlements, and supposedly the venom of the blade is an ever-flowing gift from Baskarr. This Mythic will not be released into circulation. The Moon-blade is shaped from the fang of the Sandwurm’s mouth it was pried from. Its grip is wrapped with leather and living metal sung to form the hilt and pommel to allow the wielder a firm hold on it. Streaks of acidic green venom seeps through the grain of the fang, and beads off the tip of the weapon periodically. The weapon mimics the venom of the Sandwurm, interfering with unnaturally quick healing. Any wounds inflicted by the weapon cannot be rapidly healed by any Abilities mid-combat. This effect ends automatically after 1 hour, when the venom has faded. Though this prevents the complete healing of fatal or near-fatal wounds, the wounded character can still be stabilized if healed in any capacity.
- Rhekhet’s Cradle An invention that has survived the fall of the ancient Dewamenet Empire. This apparatus keeps the lush greenery of their old gardens and crop-fields flowing with life and vibrancy. They’re rarely seen and have been mostly destroyed through time or ill-will for the recovery of the Asha people by their Allorn masters. However, when one has reportedly been uncovered and reactivated, a sprawling fertile grove for all manner of farming and gathering grows in places least expected. This Mythic will not be released into circulation. The Cradle is roughly one foot tall and three feet wide and weighs ten pounds. Two gold handles shaped like cat’s paws embrace the sides of the apparatus which resembles a polished metal box. The top of the Cradle is adorned with three large buttons, which have hieroglyphs inscribed upon them Tubes filled with unidentified liquids, seeds, and living metal in its mercury state line the base of the Cradle. Three buttons on the top marked with hieroglyphs signifying the Cradle’s basic functions. The leftmost button when pressed engages the hydraulic anchors on each corner of the box, driving deep into the ground to secure the apparatus permanently. The middle button then engages the tubes along its sides which are driven into the ground and begin to pump their contents deep beneath the surface. After a week of incubation a lush oasis forms around the Cradle as a centre point to it’s sprawl of roughly fifty blocks. Anything and everything around it is either grown over or is given life and a watering hole is formed. The Cradle can bring vegetation to even the most desolate of locations. The third button does nothing, or at least, has never been known to do anything.