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Terrenus Artifacts - obsolete 2018-09-15

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Replaced by new artifact list

Terrenus Artifact Rules

Take note of the Inactivity rules

  • PM supernal before undertaking a quest to confirm availability
  • Include an [artifact] bracket in your thread title
  • If an artifact thread or player goes 30 days or more without a post, the thread/artifact are considered idle and will be listed as Available. If it's close to the goal and the creator is still active I may PM them but this is non-standard; the standard is that if you haven't updated me and you pass 30 days without a post, expect the artifact to be marked available
    • If an Inactive artifact never gets claimed and the original player returns they can continue their thread or keep their artifact
    • If you do not PM supernal and get confirmation that the artifact is no longer listed as available then it effectively does not count
    • If someone wants to challenge for the artifact, the item will be made open
  • Artifact threads are semi-closed and open to organic interruption. This means that intrusions should be legitimate with an eye towards collaboration and story. If someone has put in pages of work don't expect to come in for the last few to challenge for the artifact. Likewise, putting posts towards an artifact does not guarantee ownership. 
    • Unless all parties agree to a different system, the MOB system will be used to arbitrate combat and conflict
  • There is a limit of 2 artifacts per player. Subject to change
  • You can seek artifacts sequentially but not simultaneously
  • All artifacts are subjected to modification or change. Usually this is an attempt to compensate for an oversight that escaped me at the time of writing
  • When the artifact is acquired and the thread closed, follow the canonization process (Opportunities and Notable Consequences not required)
  • New: Artifacts are a big deal and will make your character a target, meaning they can be hunted and attacked. The MOB system will be used to resolve conflict unless there is mutual agreement to another system
    • This does not mean that players should expect to be able to shortcut pages of work with a few quick posts and the equivalent of a coin flip. A serious attempt backed by serious effort is still required; MOBS would merely be brought in at the end to decide the success or failure
  • New: New artifact acquisitions come with 10% change (RNG by supernal) of becoming Cursed
    • If you use the Cursor in your thread, then you can skip this 10% chance of having the item itself be cursed - PM @Tyler or post in his thread to make arrangements
  • New: Rather than limit an artifact to a class, players have the option of changing the class of an artifact by the amount of effort they put into it, either making the artifact easier to get or making it more powerful. The minimum will always be 2+ pages.
    • Class B (Medium): 1+ players. 2+ page.
    • Class A (Hard): 1+ players. 3+ pages.
    • Class S (Crazy): 2+ players. 5+ pages.

Artifacts List (updated 2018-08-20)

This includes quests that are unclaimed as well as inactive. Inactive means that the artifacts have returned to their original locations, if listed, and can be vied for again but if the original owner comes back without the artifact being contested they can confirm their claim.

  1. Telekinesis | available 
  2. Super speed | available
  3. Healing | available 
  4. Balance | completed | A dance among trees
  5. Combustion | available
  6. Immortality | completed | Life sucks
  7. Super strength | completed | exceed one's grasp
  8. Zengi Gauntlet Right | completed | A weapon of power
  9. Zengi Gauntlet Left | completed | Walking a Dangerous Path
  10. Ghost Pouch | completed | in spirit
  11. Rod of Peter the Dark| completed | phantom light
  12. Dead-eye monocle | completed | the abyss gazes back
  13. Odin's Mask | available
  14. Chalice of Jason of the Lions | completed | in need of a drink
  15. Talisman of Jason of the Lions| available
  16. Sheobrazi's Golem Armor| available
  17. 1st pair of Ring Gates (private teleportation gate) | completed | compelled by shadows - destroyed
  18. 2nd pair of Ring Gates | available
  19. 3rd pair of Ring Gates | available
  20. Gorgon Amulet| available
  21. Heartbane | claimed | to command despair
  22. Sable's Blade | completed | hock-eyed archer
  23. Right Eye of Mogonto| completed | I have no eye
  24. Left Eye of Mogonto| claimed | an eye for an eye
  25. Lion's Lantern | completed | something of worth
  26. Desert's Eye | available claimed | pagans in the night
Edited by supernal

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Power Talismans

These talismans (unabashedly inspired by Jackie Chan Adventures) are different items that imbue the possessor with a different ability, rather than being an item that can be used as an epic weapon or shield. 

Telekinesis: Circlet with sapphire gem center. The ability to move objects at a distance by mental power, force of will, or other nonphysical means. Any adjective applies here; pull, push, twist, spin, lift, rush, pry, lock, caress, and so on.

  • Guardian: A sahagin with full awareness of the talisman and its abilities
  • Location: Casper
  • Current Thread: She's back. Back again.

Super Speed: Toe ring with flower symbols along the band. Top speeds peak at around half the speed of sound, and character gets keen reflexes. As character is not in a constant state of speed, metabolism remains the same at rest. After prolonged bursts of speed, character needs to consume large amounts of food.

  • Guardian: A giant, burrowing beetle the size of a man that digs holes at astonishing speed and has jaws that can easily cut through a limb.
  • Location: Badlands
  • Current Thread: Tunnels Suck

Healing: Artificial rosebud. Accelerated healing. Mundane poisons and diseases can be completely ignored; supernatural afflictions have varying levels of success but are often cured over time, though they may occasionally leave user in coma while healing.

  • Guardian: In the heart of an Ent. It is difficult to get at the heart, and the Ent can regenerate at a rapid pace.
  • Location: Hills of Noddendoddy
  • Current thread: Hills of noddendoddy
  • Previous Thread: The Blossom and the Pistil, Pt.1
  • Current Owner: This artifact was destroyed. As she is responsible for its destruction, Claraina's death will restore the artifact to its rightful place.
    • As the player is inactive, anyone questing after this can consider the artifact returned to the previous Guardian. 

Balance: A ring with a purple stone. This talisman gives the user "dynamic body". It grants the user a healing factor that does not provide instantaneous healing, meaning they can be killed by cuts and massive damage, but broken bones and deep gashes heal in a matter of hours rather than days or weeks. Can hold breath for 8 minutes, is granted better than average eyesight, accelerated speed for short bursts (can outrun a car for 2 minutes), is granted a 30 foot vertical leap, and increased durability.

Combustion: Key chain with a phoenix feather. Endows the user with the power of combustion and control over fire. Control over fire allows user to emit plumes of flame from their person or to manipulate fire already in existence. The power of combustion allows them to charge objects with energy and make them explode (physical contact only, the larger the object the longer it takes; think Gambit). Combine the two, and the user can shoot exploding fire.

  • Guardian: The artifact has found itself anchored to the tail of a native semi-intelligent lizard that has adapted to use of the combustion power in its cunning hunting.
  • Location: Wastelands
  • Completed Thread: Brains and Brawn
  • Current Owner: Noel Grey

Immortality: Pendant of a bleeding heart that drips blood. The pendant grants the user immunity from death, but does not grant the user eternal youth, immunity to pain, supernatural durability, or an accelerated healing factor. If killed in a thread, the body disintegrates into ash and the artifact holder may not re-enter the thread but resurrects elsewhere.

Super Strength: A white lace choker. When first worn there is no noticeable difference either in physical ability or mental state. At will the wearer can activate a powerful psychometabolism reaction, making them, 3-5x larger, exponentially stronger and more durable. It is not possible to take the choker off the wearer unless they are either dead or comatose. The artifact is cursed, though the rumors don't mention it.

Edited by supernal

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Name and Origins - Right and Left Gauntlets of Zengi

Zengi is a historical paradox, as enigmatic as he was infamous. What little can be found about him, taken from references pulled out of a collection of scant documents of a pre-Odin Terrenus, paints him out to have had humble beginnings over 5000 years ago. Beginnings that were soon consumed by a thirst for knowledge unparalleled by any other want or desire Zengi had ever known. The fervor, the unyielding diligence, which Zengi applied to his search ultimately led him down one road; he walked the razor's edge and in the end it proved too thin a line.

Makeup and Construction

Powers and Abilities

Zengi sacrificed his body for the allure of the mind and became one of the first voluntary Unnaturals in recorded history. He immersed himself in the depths of dark Necromancy and from the moment that he achieved what he termed as 'necromantic apotheosis', Zengi has only loved destruction.

Zengi's Gauntlets act as extremely potent necromantic foci. No man has owned both gauntlets at the same time since Zengi himself perished, until Alexander Endriel took Zengi into his own form and took up both gauntlets. 

History

Edited by supernal

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Name and Origins - Ghost Pouch

Otherwise known as "the pneumatological vortex". The pouch is rumored to have belonged to Peter the Dark of Terran historical fame, the nefarious necromancer who filled the void left by Zengi, but there is no real proof to back this concept.

Located in Haunted Glen.

Makeup and Construction

Powers and Abilities

The pouch grants the holder a rainbow of abilities. The pouch is capable of taking a stored ghost or specter and transposing its abilities onto the holder. This allows the holder to, at his or her discretion, gain the abilities of a master swordsman, of a talented painter and sculptor, the knowledge of a historian or analytical ability of a mathematician.

The pouch also allows the user to enslave both ghosts and spectral centers (haunted houses, graveyards, etc) to their will. The holder can cause ghosts to forcibly possesses inanimate items and corpses, but commanding and directing multiple ghouls at once renders a great strain on the holder. A maximum of ten ghosts can be made to possess objects or corpses while maintaining control. The holder can also attempt to take over another person. Is successful with most NPC's and success on players is dependent on the character itself.

The pouch itself is capable of storing any number of souls within it, as souls are not physical and hence not subject to the limits of traditional physics.

History

Edited by supernal

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Name and Origins - Rod of Peter the Dark

Makeup and Construction

Powers and Abilities

The rod gifts the user with an expert degree of umbramancy, allowing them to physically manipulate shadows as well as the ability to use shadow-magic.

The holder gets the ability to form shadows on his person as weapons or armor, barriers or platforms, as camouflage that is particularly effective at night for obvious reason, night-vision, light absorption, allowing the body to take on the intangible properties of shadow, and using shadows as gateway for reduced transport time (not instantaneous).

The rod exacts a toll from the holder, however. At the first touch, a strong sensation of pleasure and pain galvanize the body. After this initial swell subsides, so long as the holder has it on his or her person, the holder experiences a dull but constant throb in their head and their groin.

The rod generates obsession. It doesn't particularly matter what. One wielder might become obsessed with victory, another with death. The only thing that matters is that the holder becomes obsessed. And as their obsession grows they are inevitably lead to the conclusion that the only way to satisfy their obsession is to spread Darkness to the whole world.

Current Owner: Azuris
Thread History: Phantom light
Return to the Woods
Armin gives back the rod to the Forest.
A walk in the woods

Edited by supernal

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Name and Origins - Dead-eye monocle

The Dead-Eye monocle belonged to a famous captain notorious for being able to navigate his ship to any part of the globe, through any level of storm or natural hazard. On the seas there was no being, mortal or otherwise, that could challenge the captain's skill. On one fateful day, running a route from the south into Terrenus on a clear and pleasant sunny day, the captain ran his ship directly into Barnstable Coast.

Little is known exactly how a captain of such repute managed to sink his ship on one of the better known (and mapped) coasts of Terrenus, but survivors of the crew allege that on that fateful day the captain had had a row with a skilled artisan of physical pleasures that he had brought with him from some exotic land. They claim that that day she had run from the captain's cabin in tears and with a burlap sack slung over one shoulder before escaping on a longboat, later revealed to contain the captain's clothes, his favorite hat, and a monocle that he was never seen without since the days of his rising fame.

The monocle currently resides underwater near Barnstable Coast. 

Makeup and Construction

A simple glass lens with a titanium frame.

Powers and Abilities

The Dead-Eye monocle gifts the user with superhuman accuracy with virtually any projectile object, lethal force in employing that accuracy, and refined hand-eye coordination. For example, the user can throw a playing card hard enough to sink into a watermelon and with enough accuracy to hit a throat or eye.

Firearms can be fired with expert skill after discharging it at least once to become aware of its kickback, range, and weight. The same applies for bows. This inclination towards "accuracy" can be extrapolated onto a larger scale such as plotting out a ship's course or large missile trajectories, as well as smaller scales such as fisticuffs. This is especially lethal when combined with the supernatural hand-eye coordination this artifact grants.

Edited by supernal

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Name and Origins - Odin's Mask

Odin's prestige in Terrenus and pivotal roles in the establishment of the Gaianism and of the Terrenus government makes his mask is a symbol of the faithful and the secular both. Odin's powerful inclination towards the holy, coupled with his constant physical contact with the mask, has made this object an extremely powerful holy relic.

Makeup and Construction

This porcelain mask, with slight indentations for the eyes and an outline for the mouth, once belonged to the Saint-King of Terrenus, Odin Haze. It is said, and corroborated by several eye-witnesses, that Odin wore his mask for five years straight and without fail. It is slightly weathered, and very slightly chipped, but suffers nothing aside from superficial blemishes.

Powers and Abilities

When worn, the mask becomes a sacrosanct artifact. The wearer is showered in a brilliant radiance that is invisible to the mortal eye but a physical force against the evil and Unnatural, capable of blinding weaker foes.

As passive abilities, biological healing factors are accelerated by mere proximity to the mask and the wearer's body itself becomes a "holy" item, protecting the user against possession, mental compulsion, and curses. The wearer becomes capable of exorcising the possessed, blessing food, water and items, and the "laying of hands" on the Undead physically hurts them. As an active ability, once a week the mask is capable of expending its stores in a giant blast of holy energy capable of incinerating Unnaturals within a 30 foot radius.

When not worn, the mask gives off a very faint holy aura that is physically uncomfortable for an Unnatural to come in contact with but not cause any real damage. Should an Unnatural wear the mask, or the mask placed on them, they will become mortal.

History

  1. Mask Hunt
  2. through his eyes
  3. Armin relinquishes control of the Mask back to Toren

Current Owner: Rose

Edited by supernal

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Name and Origins - Chalice of Jason of the Lions

Located in Ponkapoag Lake. 

Makeup and Construction

The chalice of made of gold with inlaid bands of galvanized platinum, an iridium rim, and an obsidian base.

Powers and Abilities

It requires two hands to lift and emits day light capable of harming vampires and dispelling darkness-based spells whose area it enters (including the Dark Forest). Twice a day the Chalice will create its own water (16 oz). The water is sky blue and can be used to heal critical wounds, cure diseases, and neutralize poisons. This water cannot be saved or stored outside of the chalice for more than 24 hours in any way.

Completed thread: In need of a drink
Current owner
Ruiser

Edited by supernal

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Name and Origins - Talisman of Jason of the Lions

Located in Moonwood.

Makeup and Construction

The Talisman is a forest green pendant with a lion emblazoned on it in red gold that looks as if it is on fire when caught in the right light.

Powers and Abilities

The wearer gains an aura of charisma and can cure blindness and deafness, remove curses and cure diseases at will. Does not allow for the healing of wounds or treatment of pain.

If the Talisman is placed within the Chalice and filled with holy water, the resultant liquid takes on the look of a starry night and acts as an elixir of resurrection. If used in this fashion the Chalice and Talisman are dismissed back to their original locations.

Current Thread: Jason's Talisman
Current Owner: Katamus

Edited by supernal

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Name and Origins - Sheobrazi's Golem Armor

Sheobrazi was a gifted golemist in 575 BG, during the era that Jason of the Lions, King Levas, and Zengi the Witch-King all died. Sheobrazi was a Halfling, constantly harassed for his size and derided for his speech impediment. The awkward mumble and stutter belied a genius both extraordinary and vile.

In an attempt to radically prolong his life, Sheobrazi became obsessive in his search for occult artifacts and scrolls written in the language of the dead. His knowledge, his artifacts, and the wake of indiscriminate destruction, against the heroes and villains alike, earned him many powerful enemies.

Located in Shawnee Glacier. 

Makeup and Construction

Sheobrazi's Golem Armor is a flexible body suit made of material that looks, feels, and reacts like spandex until it is activated. When activated the Armor increases the wearer's size by a category and becomes durable, non-magnetic, matte black armor. It effectively becomes a form-fitting exoskeleton.

Powers and Abilities

The Armor is extremely durable, all but impenetrable to mundane weaponry, and endows the wearer with considerable strength. While in active Armor, the wearer is rendered immune to mind-affecting effects, poison, disease and similar effects. The Armor does not cure these but can interfere with them, such as with mind control that requires a constant connection.

The Armor takes 15 seconds to activate or deactivate.

Completed: Cold rock for a cold heart
Owner: Vex Glaston

Edited by supernal

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Name and Origins - Ring Gates

Makeup and Construction

There are three pairs (6 rings total) spread throughout the whole of the island. These are simple iron rings of customary size that can fit around any of the fingers. When worn it allows for telepathic communication between bearers, either on broadcast or selective channels.

Powers and Abilities 

The rings can expand to a maximum of 18 inches. When expanded the rings are capable of passing matter between themselves instantaneously with a maximum limit of 100 lbs. This is particularly useful for adventurers as it allows them to pass necessary items to one another seamlessly and can even allow a wizard to cast spells remotely through the rings, or a rogue to pick a chest in a tomb even while he's in jail.

Note: One pair of rings has been found and is being held in the Academy. Another pair of rings is in the heart of the UM volcano. The third pair can be found anywhere in Terrenus. 


Pair One (Gaian Academy - destroyed) - Compelled by Shadows
Pair Two (Ursa Madeum Volcano - available again) - Expressway into Tartarus, Tickets for Two

Edited by supernal

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Name and Origins - Gorgon Amulet

Located in the City of Tethys.

Makeup and Construction

The Gorgon Amulet is a stone pendant roughly 6 inches in diameter, comparable in size to a tea saucer, with the reproduction of a Gorgon's face expertly chiseled into one side of it.

Powers and Abilities

By itself, the facsimile is merely repulsive and gruesome. However, when coupled with a vocal incantation, the Gorgon face shines with a sinister light capable of turning foes to stone temporarily. A ritual prepared in advance turns a foe to stone permanently, but the process is reversible1.

Incantation: obtutus gorgonis aeternitatem defigit = "The Gorgon's Stare thrusts forth immortality"

Ritual: Pluck the leaves of a red rose and the leaves of a white rose and place them in a container of tin. Set fire to the leaves. The owner must cut his palm and bleed into the container, letting the rose ash and blood coagulate. Seal the container with the pendant inside and bury it in the center of a crossroads overnight. The next time the pendant is used the spell will be permanent.

1: When used against NPCs, the Gorgon Amulet can turn them to stone completely. When used against PCs, it can turn a limb per prep with the 5 prep max turning the whole body to stone.

Edited by supernal

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Names and Origins - Heartbane

A man known only by the epithet "the general", and who some say was a devout worshiper of Zengi, committed himself to a lifelong campaign of genocide with the sole purpose of "providing room for my king's country to expand" - words taken from personal journals recovered from his tomb. The general died by his own hand, committing suicide after he discovered that he was not a native of the kingdom he served, and that the lands he razed and the people he destroyed were his own. Overwhelmed by the guilt of having annihilated his ancestry, the general took his life by way of blade through the heart. 

His plight and sorrow crystallized in that final moment of anguish, and formed the core of Heartbane itself. 

Heartbane is located in the Black Ridge. 

Makeup and Construction

Heartbane is a spadroon (a straight blade with a tapering point and a guard around the hilt) with a blade made of a sickly hued jade with onyx pockmarks throughout its length that has survived two centuries of theft, murder, and trade.

Powers and Abilities

The sword exudes an aura of corrosive empathy. With each cut delivered, a negative emotion afflicts the enemy. Sorrow and fear, heartbreak and resignation, panic and doom; each cut brings out a new shade of internal horror. The increasing emotional load has been known to drive opponents into insanity, hysteria, and confusion. In this way each blow that finds purchase taxes an opponent both physically and mentally.

Credit: Lastlight

Current Thread: To command despair
Previous Thread: Heartbane - Black Ridge

Edited by supernal

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Name and Origins - Sable’s Blade

Sable’s Blade is an artifact from ancient Terrenus. The sword once belonged to a holy man by the name of Sable, who sought Gaia’s blessing to slay an eleven-headed hydra that was terrorizing a village along the banks of the Ponkapoag River. Rumor has it that the blade is where he left it – sheathed in the hydra’s chest, and that should anyone remove it, the beast will return to the living once more.

Makeup and Construction

The blade is an old, decrepit great sword with a chipped edge caked with rust. Still, in spite of its tarnished appearance, the weapon radiates with a powerful magic aura, and is both incredibly durable and surprisingly light. 

Update: Since being claimed by Ruiser Tenth, the sword has been polished and restored. Sable's blade is now a clean, matte obsidian. 

Powers and Abilities

Sable's blade is enchanted with beast slaying capabilities of legendary quality. Said to have been blessed by Gaia herself, there is no hide this blade cannot pierce, no monster’s bone it cannot slice, and no creature it cannot kill.

Credit: To King.

Claim History

Edited by supernal

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Name and Origins - The Eyes of Mogonto

Mogonto was an ancient shaman and known associate of Herbie the Sage. Mogonto was a recluse, fascinated with ciphers and secrets, and a master of divination. Legends and lore indicate that there was no secret that could remain hidden from Mogonto if she made a serious effort to uncover it, and was also noted for her unparalleled expertise in warding against all known forms of scrying, remote-viewing, and more exotic forms of divination. Each eye must be sought in a separate thread. 

Makeup and Construction

Right: The Right Eye is a brilliant gem placed in the center of a platinum pendant. The right eye is the size of a quail egg and, in aesthetic, resembles a fire opal in terms of its nearly luminous, iridescent quality. The notable deviation from this aesthetic is in the flecks of ultra-pink peppered all through it.

Left: The Left Eye is a chunk of taaffeite. The left eye is the same size as the right but mute purple in color, and in terms of clarity is completely cloudy. The left eye is the size of a fist and unrefined, its every edge jagged and misshapen.  

Powers and Abilities

The Right Eye is capable of imbuing its wielder with the power to ask questions of the Oracle with no sacrifice, and almost always guarantee an answer. Owned by Evelyn of Handymen

The Left Eye is capable of protecting its wielder from nearly any form of divination and electronic surveillance, though it does not protect against mundane observation and tracking methods. It is said that the Left Eye can prevent even the Oracle from finding the wielder. 

Edited by supernal

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