Jump to content
Ataraxy

Veluriyam Artifacts

Recommended Posts

How to Acquire the Artifact

Step 1: Choose an artifact and then send me a PM requesting the thread/ seeing if it's really available. Make sure to include @Csl and @danzilla3 in the PM for the fastest response.

Step 2: Start the thread in either Taen, Ursa Madeum, Port Sun, or any of Veluriyam Empire's various territories depending on the artifact's requirements. Make sure to have [Artifact] in the title, as well as what Artifact Class you're aiming for.

Step 3: Post! Once you reach the minimum requirement for the artifact class you want, post up a short AND full summary. Don't forget to send me a PM letting me know you've finished. A tag sometimes works but it's tougher to keep track of stuff to do through notifications. 

Step 4: Nothing! That's it! You now have you're very own Veluriyam Artifact! Congratulations!!

 

Artifact Questing Rules

  • Any artifact thread that goes 30 days without a post will be marked as "Available"
    • If you return and no one has claimed the artifact, you can resume where you left off. If someone has already claimed it, you can either 1) meaningfully interrupt (as Supernal calls it) their thread or 2) find another artifact. 
      • Meaningful interruption refers to the challenging player keeping in mind the planning such threads may take as well as a respectful attitude toward the challenge. If I hear that you challenged someone's artifact thread by cussing them out, you may be banned from my board, much less able to go after the artifact. So be nice. Be respectful. And have fun!
  • Players have 7 days to post a thread to their claimed artifact before it goes back up as available.
  • Threads not involving PvP must use the Narrative Damage System or another type of RNG to ascertain that some damage is taken. However, no quests are required to use the #10 lethal option. Just change it to another critical.
  • Artifact Quests that have been meaningfully interrupted and will require PvP situations should use Load, Block, Shoot system or something equivalent. T1 is an option, but less preferred.
  • Max 2 artifacts per character
  • You can only seek one artifact at a time. 
  • No curses unless specifically stated on the artifact!
  • If I'm not PMed about the artifact and it doesn't get canonized, it doesn't count. So make sure you do that. 
  • If you account is inactive for 3+ months, you will automatically lose the artifact unless you let me know in advance that you're returning. 
  • I retain the right to nerf/ change artifacts for whatever reason I want. Most likely the reason will be because I missed something and an artifact is overpowered as all fuck. 
  • Veluriyam Empire artifacts are relative to the Board Size and most powerful in the Empire's territory. An S Class Veluriyam Empire artifact will be weaker than an S class Terrenus Artifact. However, while it will be weaker than a Renovatio Artifact in Renovatio, it will be stronger than it in territories of the Veluriyam Empire. 
  • In case of Artifact v. Artifact situations, specifically in situations of Veluriyam v. Veluriyam artifacts, the artifact's power weight is determined by the class of the artifact. And that class is determined by post count of the thread you obtained it in.
    • C Class Artifact | 1 or more players | At least 1 full page
    • B Class Artifact | 1 or more players | At least 2 full pages
    • A Class Artifact | 1 or more players | At least 3 full pages
    • S Class Artifact | 2 or more players | At least 5 full pages
      • Player requirement can be adjusted on a case by case basis
    • Legendary Class Artifact | ??? | Can only be obtained in Board Events

 

 

AVAILABLE

Right Horn of the Mork'Outh King

Worldbreaker

Trinity Ring

True Crown of Ursa Madeum

 

IN PROGRESS

Left Horn of the Mork'Outh King

Shield of Rage

Persicaria's Amulet

Compass of Desire

Available to challenge as of 3/10/2019

Soul Speaker ( @Tyler as 7 days starting from 3/10)

 

COMPLETED

Heaven's Armor

Sword of Hydra

Edited by Ataraxy

Share this post


Link to post
Share on other sites

Right and Left Horns of the Mork'Outh King

Origins

In a time long before Taen's appearance in Valucre, the Mork'Ouths were ruled by a powerful king. The Mork'Outh king, blessed by the land of Taen itself, could control the magics of wildlife and worldrift as easily as one might breath. It was by his power that the Xer-orians were halted in their reign of terror, no longer able to continue their invasive nature into other worlds. For a millennia the Mork'Outh King fought against the Xer High Queen, each time coming to a stand-off. In order to make sure the Xer High Queen would not be able to harm his people the Mork'Outh King, on his death bed, granted his people both his horns. The horns are said to be filled with wildlife and worldrift magic, used even to this day by the Mork'Outh to defend their homes from the predatory Xer-orians. However, one of the horns, the left one, mysteriously disappeared over a century ago. But, according to rumors, if both horns are reunited, the wielder may gain the power to initiate a Realmtide event.

 

Appearance

Both horns of a perfect white color, with no blemishes or dents. The horns curve back from the base, similar in shape to a boomerang. 

 

Abilities

Left Horn - The left horn has the power to wield Worldrift magic with absolute ease. Outside of the Veluriyam Empire's territory, it can even produce large amounts of Worldrift magic. 

Right Horn - The right horn has the power to wield Wildlight magic with absolute ease. Outside of the Veluriyam Empire's territory, it can even produce large amounts of Wildlife magic.

When together as S Class artifacts, the holder can use them to initiate a Realmtide event of their choosing. As a consequence, both Horns are once again scattered throughout the land of Taen. Through this event, it's possible to obtain a Legendary Artifact.

 

Status

Right Horn: AVAILABLE

 

Left Horn: In Progress

Current Thread: Strangers in a Strange Land

 

 

Edited by Ataraxy

Share this post


Link to post
Share on other sites

True Crown of Ursa Madeum

Origins

Throughout the history of Ursa Madeum, every ruling bloodline wore the True Crown. The True Crown's origins are unknown but it is, without a doubt, believed to signal the true ruler of Ursa Madeum. As every ruler since recorded times of Ursa Madeum wore the True Crown, the object has long since been soaked in powerful energies. However, with the disappearance of Ursa Madeum's last bloodline Queen, Analea Decamron, and the rise of King Damien Gillick's reign, the True Crown has been lost to the unknown. Some of Ursa Madeum believe it no longer has worth because Ursa Madeum is now part of something larger. Others, those that dislike the Veluriyam Empire, believe only a true Madeum can rule Ursa Madeum and that's why Emperor Titus Demetrius does not wear the crown.

 

Appearance

A brilliant gold. Even when covered in dust, the True Crown shines through in righteousness and divinity. The True Crown, like most crowns, is circular with nine points. At the end of each point is a different colored gem, each said to signify a different attribute needed of a true ruler. 

 

Abilities

The True Crown is an object of great power because of its centuries long proximity to various powerful rulers of Ursa Madeum. When worn, the True Crown will emit a powerful pressure to the enemies of it's wearer. Depending on the strength of those be pressured and the class of the artifact itself, the True Crown can be used to slow down the movements of the targets, force them to the ground, and even freeze their movements entirely. 

If someone with evil desires and intentions obtains the True Crown, the crown will, over time, work to transform their evil desires into righteous ones.

 

Status - AVAILABLE

Artifact is defaulted and thus returned to somewhere in Ursa Madeum for questing 3/10/2019

Completed Thread: There Be A Wolf In These Ruins [Artifact] -> Obtained at C-Class by @Grubbistch [Major Noble House Uldwar]

Edited by Ataraxy

Share this post


Link to post
Share on other sites

Shield of Rage

Origins

Originally, this was just a normal metal shield. There was no magic enchantment or curse to it. A sharp sword of rare material could even cut right through it. However, when the silver portal opened up in Taen and a mountain from Yh'mi was dropped into the pocket dimension, everything changed for the defensive weapon. A lone soldier of meager power decided to see what all the fuss was about and travel to the mountain. This lone soldier, despite his bravery, was quickly killed by the strange beasts that occupy the mountain. Strange, vicious beasts that mix the danger of Yh'mi and the natural power of Taen. The shield was then corrupted by the ancient energy of Yh'mi's mountain. The weapon accumulated the rage of the mountain beasts and the despair of their victims. It sits there still, absorbing and brewing alone, waiting for a chance to unleash its rage on the world at large.

 

Appearance

The shield is 4 feet in length and 2 feet in width, caved in slight toward the center so as to deflect blow more easily. On the outside of the shield, lays a still design. If one looks close enough, the design almost looks like a face. And a large mouth, full of sharp teeth. Streaks of black and red make up the entire shield, flawless and completely. 

 

Abilities

The Shield of Rage becomes stronger the more damage it absorbs. With every hit it blocks, the shield's rage becomes large and more powerful. When it's owner decides to unleash its power, the Shield of Rage produces a surge of omnidirectional black fire. It will hit everything but its owner within a fifteen foot radius. The black fire burns with a rage and hunger unseen in natural beings. The fire can only be put out by something more powerful than it or by the will of the shield's owner.

 

StatusIn Progress

Current Thread: My Brother's Keeper [Artifact Hunt - Closed]

Edited by Ataraxy

Share this post


Link to post
Share on other sites

Trinity Ring

Origins

According to the Gaian Bible, before everything there were Three beings. There was Space, an entity of balance and existence itself. There was also Time, the master of destruction and eventual collapse. Then, there was Gaia, the Goddess of Life. The Three were masters of the beginning and are proclaimed to be the masters of the end. While Gaianism reigns supreme in the land of Terrenus, there exists various other religions who hold Time and Space in much higher positions for they are said to be found "in all Wheres and all When" while Gaia is of such supremacy. 

Deep in the Terran criminal underground, hidden far away from prying eyes is the Church of Three. They believe that the Trinity Ring was forged by the first of mankind and was blessed by the each of the divine Trinity. Thus it represents the three Gods and is believed to hold bits of their forgotten but unworldly powers. The Trinity Ring bounces from master to master, unable to settle. It's worth is such that those who have it must keep it, and those that want it must take it. Death is a promise to its owner if not kept a secret, for its great and religious origins are nothing but extraordinary.

The Trinity ring was rumored to be in Ursa Madeum right before the uprising of Damien Gillick because the Church of Three were sharing their believes with Queen Decamron. However, once Gillick's Blood Barrier went up, all traces of the Trinity Ring vanished.

 

Appearance

The Trinity Ring is a triangle made up of unbreakable, yet light weight material. It's unknown what the artifact was created from but rumors are whispered about it being a material from the beginning of Valucre long since lost to Time. Depending on its owner's will the Trinity Ring can take the shape of an actual ring, imprinted with the Trinity's triangle, or it can remain as a triangle to be hung as an ear ring or necklace. 

 

Abilities

The Trinity Ring has one great power for each of the Trinity which it signifies. For every thread the artifact is used in, the holder most choose one of the powers and surrender the other two. Each ability has a specific usage, but the extent of the usage depends on how much of the Trinity Ring's potential the holder can summon (what Artifact Class is has). 

  1. Space: The ability to open breaches in space. What this implies is that the wielder is able to transport themselves long distances in a matter of moments. Only the user can be transported and a breach takes a couple seconds to open before the holder can walk through it. The max distance this power can achieve is 2,000 miles. If this power is chosen the triangle turns black.
  2. Time: The ability to disintegrate whatever matter the holder touches by forcefully speeding up the aging process. For the ability to activate the holder must be in contact with the desired matter for a minimum of three seconds. It can also act in an opposite manner, where it reverses time rather than speeds it up, i.e. healing injuries. This applies to injuries and the dead, however, it cannot give life back like Gaia's power. It can only reverse the physical aspects, making a resurrected being similar to that of a zombie. It can move but lacks life. If the holder already has a similar power, then this will act as an amplifier. Instant effect is not possible, even if it is S-Class. If this option is chosen, the triangle turns silver.
  3. Gaia: This ability grants the user extremely powerful Holy and Healing magic. With this power option, the wielder can heal others, to the point of even bringing someone who is on the brink of death back to life, regardless of cause (sickness, injury, old age, etc), without side effects. It allows for a grasp on life second to only Gaia herself (S-class potential can bring one back from the dead if having past away for less than an hour). 

 

Status - AVAILABLE

Incomplete Thread: A Truly Grim Theatre

Edited by Ataraxy

Share this post


Link to post
Share on other sites

Heaven's Armor 

Origins

There existed a knight in the myths of Ursa Madeum, one who became so powerful that he shed his mortal chains and ascended into the heavens. This knight was said to have gained the powers to grow tall and small, to change the density of his body. The combination of these two abilities allowed for the knight to reign undefeated, never falling or even being damaged by an enemy. Eventually, the knight grew so enormous that the Gods had no choice but to allow him entrance. Although there is no proof, only stories of lore, and Ursa Madeum is no longer as religious as it once was, there are those who still whisper that this armor signifies the coming of a new age, that the person who wears this armor is the next Child of Heaven.

 

Appearance

The armor is a mixture of a dark red and thick gold, that overlap and swirl throughout it. The Heaven's Armor is a full body armor that is form fitting to its wearer, so regardless of size, gender, or species, the armor will fit perfectly. However, if the wearer wishes for the Armor to take shape other than body armor, such as a 2 piece armor for legs and chest, it will do so. The default appearance is a full-body suit, but it is malleable to the wearer's desires. 

 

Abilities

The Heaven's armor has two sets of abilities. The first is the ability to shrink and grow. When someone is in the suit, they can force their body to expand, able to grow anywhere up to 60 feet tall. They are also able to shrink to as small as 1/2 an inch. 

The second ability is that of strengthening. Anyone wearing the Heaven's Armor can either harden their body to diamond level strength, or soften themselves to the flexibility of a rubber band. 

 

Status - OBTAINED

Completed Thread: Sumthing Sumthing in the Mountain/  Quest for the Bikini Chainmail [S-Class Artifact] -> Obtained at S Class by @Thotification [The Mistress]

Edited by Ataraxy

Share this post


Link to post
Share on other sites

Compass of Desire

Origins

In the earliest days of Ursa Madeum's Pirate Cove, there flourished a great Pirate King. While his real name, if he had one, remains unknown to this day, many knew and remember him at Captain Dutch. Despite the Pirate Council naming him the Pirate King, Captain Dutch refused to take on that title, preferring to roam the seas and seek out what he desired most. It is believed that his need to follow his own code and desires was so powerful, that when he died, that drive to fulfill desires was infused with his beloved compass that his daughter gave him before her murder by another pirate. 

 

Appearance

The Compass of Desire is an ordinary looking compass encased within a black and brown leather box. It cannot be removed from the leather box and its arrow has the shape of a cutlass. The compass is engraved with the names Rose and Daisy, thought to of his wife and daughter respectively. 

 

Abilities

The Compass of Desire will always point to the thing its holder desires the most. This can be interpreted in a variety of different ways. For example, if the wielder desires primal pleasures, it may point him to the nearest woman, the nearest brothel, or his wife depending on the character's own personality. If the desire is something more complex like conquest or love, it will point to places or people that will help in such ambitions.

 

StatusAVAILABLE

Incomplete Thread: For the Madame's desires (Artifact Quest/Compass of Desire)

 

 

*Inspired and based off Captain Jack Sparrow's compass from Pirates of the Caribbean

Edited by Ataraxy

Share this post


Link to post
Share on other sites

Worldbreaker 

Origins

In the earliest days of Ursa Madeum's Pirate Cove, there flourished a great Pirate King. While his real name, if he had one, remains unknown to this day, many knew and remember him at Captain Dutch. During one of the Captain's adventures, he slew a mythical creature many never believed to exist. The Kraken. Though unknown if there are more than one in the vast Valucre seas, Captain Dutch fought many days and nights against this powerful Kraken, only winning by the narrowest of margins. Then, taking the Kraken's sharpest tooth, he set off to find the world's finest blacksmith.  

 

Appearance

Worldbreaker's blade is the color of enamel, forged with a mixture of magic and Kraken tooth. The hilt is a deep red, almost as if the hilt was made from the Kraken's blood. Worldbreaker is unlike any normal sword, each of its sides jagged with tooth-like spikes. Supposedly even a simple touch is enough to make a cut bone deep.

 

Abilities

The sword is said to allow its holder to emit an aura akin to that of the Kraken, thus able to command inferior aquatic creatures of all kinds. Its range and power is unknown, but supposedly cant control up to a hundred sea beasts that are inferior to the Kraken itself. 

The blade of Worldbreaker is also incredibly sharp. It can cut through anything and everything, historically finding difficulty only with Sable's blade. 

 

StatusRESERVED FOR REVERIE T1E CHAMPION

Edited by Ataraxy

Share this post


Link to post
Share on other sites

Soul Speaker 

Origins

There was once a being who arrived in Taen during the time of the Mork'Outh King. Rumors say she came from a different world, one that is rife with those who can speak to souls and control the very essence of mortal life. A month after her arrival, a Realmtide event occurred, releasing a giant draconian-like beast from the ether. According to the woman, the creature was from her world and thus her responsibility. The two beings fought for nearly a year before the catastrophic finale occurred, clearing out an entire mountain range and creating the desert area of Taen.  The Mork'Outh still whisper of this tale in the stories they tell their children, though its truth is unknown. The woman who fought the winged-beast wore a choker around her neck, supposedly the very object which gave her access to the Soul Words that let her fight the creature on equal grounds.

 

Appearance

Soul Speaker is a choker; a type of necklace that lays flat against a person's throat. This one in specific is a deep black that occasional appears to have ghostly white slivers streak through it. 

 

Abilities

Soul Speaker has two abilities. The first is that it acts as a necromantic amplifier. If a character does not already have necromantic abilities, Soul Speaker will grant it to them. Its second ability is that of soul whispering. When activated, the choker can allow its user to speak directly to the soul of another character. The words that flow from their lips will be of an ancient, long forgotten language that's very usage strikes fear into the soul's deepest corner. Those who have encountered Soul Speaker in use are normally unable to speak of that encounter, the fear and despair too deeply embedded into their psyche. 

It further protects its wearer from having that part of their throat cut. 

 

StatusAVAILABLE

Edited by Ataraxy

Share this post


Link to post
Share on other sites

Persicaria's Amulet

Origins

In the days of the Queen, long before the rise of the Tyrant King and the Taen conquest, there once lived a woman who could control the very life-web of the earth, the green veins that ran through every blade of leaf, every root, every living green thing. Hailing from the Hildebrand family, Lady Persicaria was the youngest daughter of Lord Alder Hildebrand, then the patriarch of the family, who loved his family, his lands, and Persicaria most of all. The Lady was adored throughout the realm for her beauty and her kindness, but it was on her twenty-first birthday that the ancient power awakened in the young woman: that secret, glorious spark. 

The spark shone brightly in Persicaria, ultimately leading her to leave her noble trappings for the life of a servant, a healer, a hermit traveling far and wide to be of service to her people, until the terrible drought came, and the Lady of Spring offered her own life-force up as a sacrifice to the dying lands in order to save the lives of her people. With the last of her strength, Persicaria vanished into the wildlands, never to be heard from again, but her legacy lives on in the whispers of a slender figure dancing among the trees, the echoes of laughter like trickling water, the appearance of the spark wherever it makes itself known in her bloodline. 

It is said that her prized possession, the ancestral amulet given as a gift by her father, had trapped the last wisps of Persicaria's spirit into its form during the great restoration of the dying lands, but it is lost to the current day and age.

 

Appearance

A vibrantly colorful, almost otherworldly stone encased within silver-woven branches, forming a twisted tree at the forefront of the amulet that is attached to a silver chain. When using the amulet's powers, the stone glows faintly, emitting light that looks as if it is shining through stained glass windows. 

 

Abilities

Persicaria's Amulet has taken upon itself the spark that had shone so brightly in its original owner, the ability to control the life-web of the earth and bend it to the user's will. When worn, the amulet allows the user to accelerate the growth of living things, may it be flora or fauna, to the point of reaching their full life-cycle and then beyond, withering away into the earth—from dust we come, and to dust we return.

Limitations:

The distance from which the user can manipulate life force as well as the speed of the growth-to-disintegration is entirely dependent on the artifact's rank.
Using the amulet can, over time, exact a toll on the user's own life-web, causing them to age faster the longer they make use of the amulet.

Status - In Progress

Current Thread: bewitched; unceasing [artifact, s-class]

Credit for Artifact goes to @vielle

Edited by Ataraxy

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...