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Kiyomen Tribal Token

Kiyomen Tribal Token

The Token is a statement of the Legend Laws most important to an individual Kiyomen. The symbols, design, and adornment is a statement of wealth or power.

To have many is to say I’ve achieved many. Aristocratic Kiyomen are often scrutinized for the number of tokens they wear. The question of wealth or power.

At Character Creation a Kiyomen has any one of the following Tokens.

Kiyomen Tribal Token

Durability: 3  
Jewelry Token
Token of Algung: (1AS) Gripping the Token of Algung and saying aloud Oschedrere is a warning people have learned to pay hefty attention. Doing so grants the Token holder a +3 Confidence Bonus to their next Clash within One Minute. This effect has a One Minute Cooldown.
Token of Griyfe: (1AS) Gripping the Token of Griyfe and saying aloud Parvacherthe as true gratitude for another's action heals the one thanked for 3 Hit Points. This effect may only be used once per Full Round.
Kiyomen Tribal Tokens do not take up equipment slots. A single entity may benefit from all token effects, but their individual effects do not stack with themselves. It is not unheard of for Mescrit to have Kiyomen Tribal Tokens, but on any other species it is generally taboo. Inexpensive Tokens range around ~c50, but Tokens may be made as part of equipped items and expense is determined from the value of combined effects.
Load: 0 • Rarity: C • Value: ~c50
 
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A Length of Skelter’s Rope

Skelter's Rope

Durability: 5  
Permanently Imbued Rope
Around a century ago the famous thief, Don Skelter Von Dominus spent every dime he secured to make the ultimate rope.
When pulled from its sack it may be up to a 100 Tiles in length.
The Rope has a 1000 Load tolerance.
Once fully pulled from the sack, the rope made will begin to decay after One Hour and a new Rope may be pulled after Five Minutes.
A warm blanket may be pulled instead of a Rope. Perfect for picnics or keeping warm on a cold night on the run. Up to five blankets may exist from one Skelter's Rope bag. They last for Twelve Hours before vanishing.
es: 0 • Load: 0.3 • Rarity: C • Value: ~c4000
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All-Hammer

All-Hammer

Barchhra will forge a new All-Hammer every few years for themselves. The design will reflect how they spend their time. What two tools they need most.

When they do, they pass on their previous All-Hammer either to sell or charity, though some hoard their All-Hammers as memorabilia and keepsakes.

All-Hammer

Durability: 797  
Chopping • Bladed • Blunt • Tipped Hammer • Tool
All-Hammer Enhanced Design Qualities
Materials: Wik Alloy
Features: Tool Design
Tool Design The All-Hammer is designed to be a work horse and easily be repaired. The All-Hammer will not take durability damage when Mining or Smithing and may be fully repaired up to 797 durability by reforging.
When used as a weapon, the All-Hammer will take double durability loss from all Actions that cost Durability.
Wik Alloy is among the most enchantable Alloys.
es: 25 • Load: 4.7 • Rarity: c • Value: ~c800
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Megredan Axe

Megredan Axe

Made of Mojiterin, also known as the Emperor’s Alloy, and wrapped in Kolchi Leather, this Axe is as durable as they come.

The edges of this weapon are designed to split. A thicker width at the top and bottom of the chopping edge and intentional over-weighting at the head causes it to Lodge deep, and thanks to the short handle design, Jerking it back out is cake.

Megredan Axe

Durability: 3713  
Chopping Massive Axe
Megredan Axe Enhanced Design Qualities
Materials: Mojiterin • Kolchi Leather
Features: Auto-Lodge • Weighted: Massive
The Megredan Axe is designed to Lodge on every Strike and Chop attack. In stead of a 1 in 6 chance to Lodge, it has a 5 in 6 chance, only failing to Lodge on a roll of (v:6@1).
The Success Rate of Ripping the lodged Axe out with Jerk is increased to (v:8@3-8) Rip Check. On a 1-2 the Jerk fails and the Action Slots used are lost.
es: 17 • Load: 9.4 • Rarity: X • Value: ~c11,000

The Megredan Axe is an Empire Issued item to those born as Megreda. The weapon’s short handle and wide head make it nearly impossible to use a two handed weapon, limiting its effectiveness in the hands of anyone without Giant’s Strength or some other source of Massive Wield.

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Glove of Precise Force

Glove of Precise Force

All the time Telekinesis to do the dirty work. A Glove of Precise Force won’t drive a nail, but it will screw a screw with around 7 Nm. The Telekinesis offered by the glove is slow moving and can’t grasp targets larger than 1 Load.

The effect can grab the surface of flesh, but never with enough force to deal any kind of damage, unless awkward discomfort and emotional damage counts.

The Bearer of the Glove of Precise Force must be able to see the object to grasp and maneuver it with telekinesis.

Glove of Precise Force

Durability: 70  
Multi-Tool • Permanently Imbued Glove
The Glove of Precise Force may act as any tool on the right hand. It has a Reach of One Tile, and may be used indefinitely.
The Telekinetic Force the Glove of Precise Force is capable of is Light Duty and is able to replace any and all small precision tools.
Materials: The mass produced Glove of Precise Force is made of Ankin Leather, a highly enchantable material. Even with an es: 11, The Precise Force imbuement uses 100% of the Enchantment Slots.
Style: Nearly all of these are unique in style as a Anti-Theft practice, considering their value. The Enchantment Aura is Muted, so the aura is only visible from less than a finger length away.
es: 11 • Load: 0.1 • Rarity: L • Value: ~c31,000
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One of Many Roads

One of Many Roads

A One of Many Roads Character may choose any one Inheritance from any Subspecies at the approval of the Story Guide.

It is suggested One of Many Roads be done in a way where the Character’s Background aligns with their Inheritance.

Some Subspecies Exclusive Inheritances should not be made available to One of Many Roads due to biological reasons.

Summary: If they can use it, why not? This is all if it is Within Reason.

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Season Stones

Season Stones

These gems, common as far as gemstones go, form naturally during the season they’re named for. Onyms have a knack for finding them, and will find one or two a day while traveling.

Season Stones

Durability: 30  
Adornment • Natural Phenomena Gemstone
Winter Stone: Provides significant warmth in near freezing temperatures. Does not provide protection from extreme conditions.
Spring Stone: Dries clothing and quickly evaporates excess water from skin and hair with a constant barely noticable breeze with a unique and pleasant scent.
Summer Stone: Provides significant cooling in sweltering conditions. Does not provide protection from extreme conditions.
Autumn Stone: While in the presence of an Autumn Stone, creatures get a sense of the direction of their domicile.
Season Stones have a 2 Tile Reach for their effects and only affect creatures aware of them.
Load: 0.1 • Rarity: C • Value: ~c50
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Keskin

Harrowfae Gladius - Keskin

Harrowfae blacksmiths are notorious for their gladius designs incorporating thick blades with thorn length serrations. The blades are made to kill in the most effective and often most painful way possible.

Keskin are made of Iretimelim, a fully enchantable divinely enhanced alloy processed with cryptic methods. Iretimelim is nearly indestructible as it is classified as one of the Living Metals.

Keskin

Durability: 271  
Chopping • Bladed • Blunt • Tipped Gladius
Keskin Enhanced Design Qualities
Materials: Iretimelim • Mehoxic Leather
Adornments: Season Stone • Harrowfae Familial Gem
Features: Auto-Mend • Weighted: Heavy • Thorned
Keskin are capable of any Basic Attack Type.
Keskin regenerate 10% of their Durability every hour.
Durability cost for Bludgeon, Slam, and Jerk attacks are doubled.
Only one Season Stone may be chosen to adorn a Keskin. More stones may be purchased or found.
es: 17 • Load: 3.4 • Rarity: X • Value: ~c7000

Keskin Scabbard

Durability: 271  
Blunt Hammer
Keskin Enhanced Design Qualities
Materials: Iretimelim • Mehoxic Leather
Adornments: None, Aestetic
Features: Auto-Mend • Weighted: Heavy • Blade Lock
Keskin Scabbards are designed to Parry, Smack, or Bludgeon.
Keskin Scabbards regenerate 10% of their Durability every hour.
The Blade Lock is keyed to the Harrowfae. Simple intension from the keyed Harrowfae to draw the blade is enough to unsheath it.
es: 17 • Load: 2.1 • Rarity: X • Value: ~c2700
 

Season Stones

Durability: 30  
Adornment • Natural Phenomena Gemstone
Winter Stone: Provides significant warmth in near freezing temperatures. Does not provide protection from extreme conditions.
Spring Stone: Dries clothing and quickly evaporates excess water from skin and hair with a constant barely noticable breeze with a unique and pleasant scent.
Summer Stone: Provides significant cooling in sweltering conditions. Does not provide protection from extreme conditions.
Autumn Stone: While in the presence of an Autumn Stone, creatures get a sense of the direction of their domicile.
Season Stones have a 2 Tile Reach for their effects and only affect creatures aware of them.
Load: 0.1 • Rarity: C • Value: ~c50

Harrowfae Familial Gem

Durability: ∞    
Adornment • Imbued Identification
Harrowfae Design Qualities
Material: Arcrestine
Functions: Identification • Enplacement
Features: Credit Scan • Social Tracking • Attribution
Harrowfae may immediately identify whose family another is associated with.
The Harrowfae Familial Gem will Phase the Keskin it is embedded in to its scabbard if either the scabbard is gripped (1AS) or instantly if the Keskin moves more than 50 Tiles from the scabbard. Additional exceptions may be programmed by an Enchanter.
Load: 0.1 • Rarity: U • Value: Priceless
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Emminia Moss

Emminia Moss

It is always growing. Deeply seeded into the dermis, this moss forms a constantly regrowing protective layer over the skin of Host. For non-natural Hosts, it takes significant prolonged exposure for it to begin growing. A process referred to as Laying with the Dryads where after a few years it begins to grow.

Unfortunately, non-natural Hosts who contract the moss tend to have their lifespans shortened to less than three years, as the moss consumes them slowly, and near the end, in excruciating pain.

If measures are taken within the first couple of months, treatment is possible, easy, and at this point common medical knowledge.

Species with Emminia Symbiosis: Agrestifae

In species who have evolved in tandem with Emminia Moss, it is transferred mother to child during birth and the various spores from different families are communicable by contact. By the time a natural Host reaches adulthood they are in a complete diversity of Emminia Symbiosis.

Emminia Moss

Durability: flux  
Light Subdermal-Armor • Non-Enchantable Fungal Infestation
Lifegiving Second Skin
Features: Auto-Mend • Weightless • Edible Emminia • Emminia Poultice • Emminia Poison Secretion
The Emminia Moss grows quickly, each hour it gains Durability equal to the Host's Potency + 10.
Emminia Moss absorbs all incoming physical and elemental damage until it runs out of Durability.
The Maximum Durability Emminia Moss may grow to is 3, +3 per the Host's Level. (Simplified 3x Level)
es: 0 • Load: 0 • Rarity: u • Value: ~cØ

Edible Emminia

Durability: -  
Ingested • Internal Regeneration Nutraceutical
Standard Application: (3AS|4RS|5FP) Reach: Touch
A clump of Emminia Moss may be pulled from anywhere it is growing and ingested or fed to an ally within Reach.
Edible Emminia tastes like seaweed.
This fast acting Nutraceutical causes accelerated internal healing and provides a meals worth of sustenance.
Edible Emminia Regeneration: Regain (v:4+1) Hit Points during each upkeep for 12 Full Rounds.
Expiration Edible Emminia expires within One Minute of being plucked.
es: 0 • Load: 0.1 • Rarity: u • Value: ~cØ

Emminia Poultice

Durability: -  
Coagulant • Tissue Regeneration Poultice
Standard Application: (2AS|3RS|4FP) Reach: Touch
A clump of Emminia Moss may be pulled from anywhere it is growing and placed on a wound. This deals One Damage to the Durability of the Emminia Moss.
This fast acting coagulant removes any Bleeding or Hemorrhaging counters from one attack and regenerates all Hit Points lost from the attack that caused the application of those counters. Emminia Poultice is only effective on Sharp Force Injuries.
Life Saving Application: (5AS|6RS|7FP) Reach: Touch
Emminia Poutice may rejoin a severed limb or heal Fatal Damage from Severing Maim Effects, including decapitation, if applied within 3 Full Rounds. Doing so deals Five Damage to the Durability of the Emminia Moss.
Expiration Emminia Poultice expires within One Minute of being plucked.
es: 0 • Load: 0.1 • Rarity: u • Value: ~cØ

Emminia Poision Secretion

Durability: -  
Adrenal Reaction Common Poison
While the Host is in danger the moss may secrete Emminia Poison. The Host is immune to this poison and may easily determine the difference between poisonous Purple Moss and edible Green Moss.
Standard Application: (1AS|1RS|1FP) Reach: Touch
Applying the Emminia Poison to a bladed weapon takes 1AS and the weapon is coated for its next Hit.
Wounds caused by a weapon coated in Emminia will not be able to be healed until the poison is cleaned out of the wound which takes {2AS|3RS|4FP) and must happen within the Full Round the poison was applied to be effective, otherwise see Longterm Effects.
Longterm Effects: If left untreated for more than an hour Emminia Poison will prevent all healing regardless of where the wound is located.
Each hour without an Emminia Antidote Depletes Total Hit Points by 25%, After Three hours an Emminia Antidote will no longer work.
The last hour is an agonizing deathcrawl through psychosis with fear inducing hallucinations and extreme dehydration. At the end of the Fourth hour, death.
Effective Antidote: The Emminia Antidote is carried in the Edible Moss.
As one of the most commonly used poisons due to ease of access, any barracks medic, hospital, pharmacy, or trade post will have a general effective antidote, usually for free. The Antidote causes the effects from the poison to stop progressing. After fifteen minutes the poison is completely neutralized. Healing at this point will be possible.
Ailment Identification: Those who are poisoned put off an commonly identifiable scent, so the method for identifying the poison is common knowledge.
Expiration Emminia Poison expires within One Minute of Application.
es: 0 • Load: 0 • Rarity: u • Value: ~cØ
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Currendun Royal Ring

Currendun Royal Ring

Durability: 30  
Currendun • Permanently Imbued Ring
The Royal Ring has full control over the communications of the cluster from muting individuals or creating private pairings within the group. They may also disable any of the ring effects in the Currendun.
The wearer of the Royal Ring may also execute Argot Effects by mouthing silently while sending the effect over the cluster. Doing so causes Mental Stress equal to any Vocal Stress caused by the Effect.
es: 7 • Load: 0.1 • Rarity: C • Value: ~cØ
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Currendun Shield Ring

Currendun Shield Ring

Durability: 30  
Currendun • Permanently Imbued Ring
The Shield Ring reports the condition of all ring bearers in the Currendun to The Shield Bearer.
The Shield Bearer knows the exact location of all Currendun Bearers at all times as long as they are in the same Dimensional Phase.
Currendun Shield: Instinct • Instant • Range: Inf
If any Currendun Bearer takes damage, The Shield Bearer may instantly execute True Astral Phase targeting any adjacent Tile to the damaged Currendun Bearer. The Shield Bearer may then use their Action Slots as normal. This Effect may only execute once per Full Round.
Caveats: True Astral Phase may move The Shield Bearer anywhere instantly, but if the Phase is more than 100 Tiles, the Recharge Period is increased from once per Full Round to One Hour until the next use is available.
Lore: The powerful Archfae of history were thought to be summoners of the demonic with rumors of them pricking their finger to bring forth incredibly powerful beings to defend them and fight their battles. While this was in fact occasionally true of great summoners, more likely they were summoning their Shield Bearers.
es: 7 • Load: 0.1 • Rarity: C • Value: ~cØ
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Currendun Quiet Ring

Currendun Quiet Ring

Durability: 30  
Currendun • Permanently Imbued Ring
The Quiet Ring makes the wearer nearly silent, obscuring their features, but not movements, from Echosense.
The slight void of sound also removes the penalties from noisy armor.
Forgetable: Toggled Passive Effect
While activated The Quiet Bearer is forgetable if no more interaction happens then them passing through. Direct interactions will still make memories, such as The Quiet Bearer picking up an object or speaking to someone. While Forgetable the Quiet Bearer looks as if they belong where they are, and too busy to be inturupted.
es: 7 • Load: 0.1 • Rarity: C • Value: ~cØ
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Currendun Fair Ring

Currendun Fair Ring

Durability: 30  
Currendun • Permanently Imbued Ring
The Fair Ring is engraved with "Preisspanne Zehn Prozent" around its center. It will gently vibrate when someone lies about the value of something nearby.
The Fair Ring includes a connection to the Economic Encyclapedia of Materials which will whisper the value of materials by Load if the name of a material is said out loud.
es: 7 • Load: 0.1 • Rarity: C • Value: ~cØ
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Currendun Sword Ring

Currendun Sword Ring

Durability: 30  
Currendun • Permanently Imbued Ring
The Sword Ring grants the Sword Bearer All-Sight of the other Currendun Bearers, allowing them to see through their eyes.
The Sword Ring grants the Sword Bearer the Currendun Assault Effect.
Currendun Assault: Instinct • Instant • Combo Action
The Sword Bearer may immediately activate their Action Slots for the round or resolve Reserved Slots as if they were Action Slots to Activate one Effect or Attack when another member of the Currendum deals damage. This Effect must include the same target that was dealt damage.
Caveats: Currendun Assault will not trigger if the wearer is unable to execute an action against the target that was dealt damage.
es: 7 • Load: 0.1 • Rarity: C • Value: ~cØ
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Currendun

Currendun

The Rings of Currendun are enchanted in clusters keyed to each other enabling a mental verbal connection between wearers. Only a few thousand Currandan Clusters exist.

New rings may be added to a cluster by an Elder Archfae Enchanter but the cost is prohibitive, at nearly c80,000 a ring.

Rings of Currendun

Durability: -  
Archfae Inheritance Permanent Tattoo
The Currendun is a short range isolated communications enchantment imbued onto the skin of Archfae when they reach a responsible level of maturity. For the Archfae this is a permanent imbuement. They are given a set of five rings keyed to their imbuement.
The Archfae may choose to give any of the rings to who they want. They are the Core of the Effect, and do not require a ring to be a part of the Isolated Currendun Communications Loop. They must wear a ring to benefit from any additional effects. They may also disable the Royal Ring and have any of the Rings Phase to their hand reguardless of distance. If the Archfae dies, all the rings vanish, they will reapear if the Archfae is somehow revived on the hands of the chosen.
Short Range Silent Communication: Range: 100 Tiles • Silently Communicate with Currendun Ring Bearers.
A set of Currendun Rings include: Currendun Royal RingCurrendun Shield RingCurrendun Quiet RingCurrendun Fair RingCurrendun Sword Ring

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