Special Items

Items of Power

Ring of Craving Lust

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
A golden cock ring, 4 inches in size with elven inscriptions upon it, that matched the tone of the dark sen's scales perfectly as though crafted specifically for him.

Powers:
Tormenting Touch (1 Slot - OOB)
The power of a seductress was drawn into this item by the enchantress, imbuing it with the ability to allow its bearer to reach out and summon a pair of ghostly and phantasmal hands that were visible at times and not at others, allowing them to move around and caress flesh through clothing, to tease and torment as so desired.

Mechanics:
Like the Unseen hands spell. These phantasmal hands are not inhibited by clothing or armor, and can only touch and gently manipulate flesh, although they do allow for any OOB touch based spell to be passed through them if so desired. They also provide sensory feedback to the owner of this item, so they can better decide how to play with their subjects. Limited to a range of 20 meters. OOB only. OOC consent required

Ardour's Awakening: (1 Slot - OOB)

The ring was imbued with the power to pass over the wearers feelings of sexual tension and arousal to another. This didn't reduce the wearers feelings, only allow them to gift them to another, willing or unwillingly, to allow things to come to a more, enjoyable conclusion.

Mechanics: By touching their victim, the wearer of this item can transfer their feelings of lust and arousal into another person. This doesn't reduce what the owner is feeling. The feelings come over the victim in a rush, making their bodies start to react to the sensations.. Showing signs of arousal - Dick getting hard, nipples hardening, blushing, ect. OOC require, not usable in combat

Ardor's Curse: (1 Slot - OOB)

As part of her revenge, the enchantress endowed the ring with a curse that requires the wearer to feed off sex to power it. Some might find the wearer to be a slave to sexual desires due to the nature of the curse as he is unable to go without sex for any length of time.

Mechanics: Going too long without sex causes it to drain the wearer's energy, leaving him tired and weak. The severity of which depends on the length of time between sexual conquests. Once that hunger is slacked, by one willing or otherwise, the wearer's energy begins to return. RP effect only, not usable in combat.

History:
The item was crafted by an high elf enchantress whether she made it herself or just found it has yet to be told, The golden drak sen in his travels wandering around learning what he could and strengthening his magic happened to meet the high elf woman in a forest, it had been awhile since the golden drak sen had been with a woman and didn't know how much longer in his travels he'd have to go without sex subdued the high elven woman, she of course put up a fight and perhaps was saving herself for a lover to come along but soon fell victim to Gojin's lightning bind spell being drained of her stamina then left helpless, the drak sen ravished her for what seem like days, even after protests to stop, the drak sen kept thrusting and having his way with the busty high elf enchantress, the high elf was drenched with sweat and even cursed herself for starting to enjoy being with the drak sen thinking that her high elf lover would never accept her now since she had been forced to lay with the drak sen. The sexual torment seem unending as the drak sen fully pleasured himself with the high elf using all of her holes, forcing her to pleasure him with her mouth, even cumming between her busty breasts after having his way with them. The drak sen was soon sated having his fill of sex, though as the drak sen rested the high elven laid breathless and seeking revenge knowing her fiance wouldn't accept her now, she took off her engagement ring which was a gold ring of elven design and using her magic enlarged it enchanting it with a curse though with other sex spells as well then placing it on the base of the drak sen's now limp cock. She wanted revenge and for the drak sen to never forget her then soon left. The drak sen then awoke noticing high elf gone though was rather perplexed by why he now had a cockring though he was familiar with magics and enchanting himself didn't see nothing wrong but then began to feel another hunger for sex for some odd reason now then noticed a glow from the cockring.

Ring of the Wild

Owned By: Keegan

Type of Item: Device

Equipment Slots Used: 0

Description:
Item Base: ring

Powers:
Eaglesight: 1 slot oob
This ability gives the wearer of the ring the ability to see like an eagle, giving them sharper eyesight in the daylight. Allowing the wearer to see for great distances.

Mechanics
This ability allows the wearer to see further and clearer for about 300 meters total. giving the wearer crystal clear sight.. for about 200 meters the last 100 or so fading off. This ability can only be used on the wearer and requires OOC consent to be used to see through windows or to be used to spy on others. This ability can only be used once per day and last for 3 hours or the length of the scene whichever comes first. No other senses enhancement magic can be used while this ability is in effect do to the concentration required for use. Cannot be used in combat

Deaftone: 1 slot oob
This ability allows the wearer of the ring to hear sounds that would normally be beyond their range of hearing. Making whispers sound clear and normal but not increasing the volume of loud sounds around them.

Mechanics
This ability allows the wearer to hear sounds at large distances allowing them to hear a whisper as if it was spoken to them clearly. The ability allows the wearer to hear things from the distance of about 50 feet. OOC consent to be used to hear through doors or to be used to spy on others. This ability can only be used once per day and last for 3 hours or the length of the scene whichever comes first. No other senses enhancement magic can be used while this ability is in effect do to the concentration required for use. Cannot be used in combat

Shadow Blend 1 slot oob
This gives the wearer the ability to blend into the background making it harder to see them. but works only outside it would be good for hunting and tracking

Mechanics
This useful spell that only works outside and allows the wearer to blend into the shadows giving them an advantage in hunting and tracking for their prey will not notice them unless they draw attention to themselves. The caster is still visible and recognizable, so somebody who is specifically looking for the caster is not prevented from doing so by this spell. Once invoked this ability only lasts for 3 hours or one scene whichever ends first.Cannot be used in combat.

History:
A sacred item that belongs to the Moon Star clan of wolvens. Long ago before the fall of the clan there was a master ranger made Giro. Giro was the son of the chief of the Moon Star clan abilities for living in the wilds was legendary. It was said he could hide in the shadow of the sun while he hunts for his prey. It was said that the seven were so impressed with his skills that they gave him a ring.

Upon putting the ring on Giro found his sight and hearing surpasses his nature abilities. More it gave him the power to blend into the wilds making it harder to see him. He named his gift the ring of the wild. With it’s help he became know as the greatest hunter and tracker with in the realm. After many years he became the chief of his clan and his ring passed down though his family to the next leader of the Moon Star clan.

Given to Keegan 3/02/11

Acolyte's Band of the Goddess

Owned By: Amethine Tawariell

Type of Item: Device

Equipment Slots Used: 0

Description:
An ancient band of Mithril that has been in the care of the Catfolk for a very long time, too big to be a finger ring, and too small to be a bangle, this ring is actually designed to slip onto a tail and fit snugly near the base. Upon it's smooth surface is intricately inscribed images of several females and a single male, all Catfolk, all doing normal things. Running, jumping, using claws or furred spikes, peering into boxes, the ring is a celebration of the Catfolk race

Powers:
Feline Features: 2 slots combat
This ability allows the wearer to control the amount of fur that they have on their body, as well as their facial features so that they can appear more human or more cat-like in any given moment. Fur grown will appear natural as though they were always born with it, and removing the fur causes it to shed off harmlessly before shortly dissipating without a trace.

Mechanics:
The user can change the amount of fur on their body, aspects of their body and facial features as they see fit. Fur granted this way mechanically acts exactly like natural fur. The user cannot make themselves appear like another race or a full feline. They can only adjust between the various features that would be considered natural for their given race. This ability can be used in combat and doesn't take up a user's combat turn, nor use any stamina, but has no bearing on any rolls either. Fur that is removed by this ability falls off and fades from existence after a short time.

Feline Palette: 1 slot oob
This ability heightens and enhances the users natural sense of taste and the tongue. While only providing a slight increase in intensity to normal tasting foods, subtle tastes are much more noticeable. The user's tongue can much more easily determine if something is added to a dish and if anything shouldn't be there.

Mechanics:
This ability allows the owner to sometimes perceive something has been added to a meal, drink, snack or anything that can be licked or chewed. A roll of 1D3 with a 1 resulting in a failure, 2 and 3 as detecting an unknown substance. While not able to discern what has been added, they can tell something has been on a successful roll. It includes any and all spiked foods and drinks, allowing the would-be ingestor to spit it out without suffering any negative effects.

History:
An ancient band of Mithril blessed by the Catfolk Goddess to be as such, to try and teach her flawed children what they should have been, instead of the experiment so many centuries ago that made them what they are. The band has lost it's power over time through lack of use as it was revered instead of used, but still allows the wearer more control over their appearance and still heightens at least one of their senses.

The band had eventually found it's way to a rural Catfolk farming community where it was thought to be safe, but the village of Wintergrove was razed by bandits seeking to make a quick profit off of capturing Catfolk slaves, and left the town in ashes. Amethine visited the ruins one day to mourn the loss of her birth village, and found the band in the basement of what used to be the Elder of the village, behind a secret wall she had been shown just once as a kitten. Rather than leave it there, the short Catgirl Healer took it, not realizing it's long history and just wanting to keep at least something safe from her old home, and was in for quite a surprise when she tried it on.

Adanata Ganasda

Owned By: Cirri

Type of Item: Weapon

Equipment Slots Used: 1

Description:
Item’s Base: Mithril Long Sword

Powers:
Soul Shifting (2 Slots Combat)

The weapon was crafted with the power to shift forms when needed, so not as to hinder the one using it if not wanted, but to always allow them to be armed with something they were familiar with.

Mechs - Able to shift forms between that of its initial form, the long sword, and a bracelet so that it can be hidden and un-noticed by those who aren't aware of its true shape and form.

Soul of the Adanata Ganasda (1 Slot OOB)

The item is imbued with the spirit of one long since gone. His/her spirit infused into the item during the time of his death whilst wielding it, and it is his/her job to guide those who claim the item in the arts of its use. Unfortuneatly, the spirit was a cantankerous and argumentative soul, and those who use this item are constantly subjected to a roll of mutters and arguments that only they can hear.

History:
An ancient weapon, formed from the soul of a warrior queen, the Adanata Ganasda makes its way to each generation. Chosen not only for their ability to wield a weapon, but also the magic that stirs deep within, Adanata Ganasda becomes the heir to a woman who holds both magic and swordplay in equal measure. A link between the physical and spiritual realms, this blade when fully activated by the heir will help keep them battle ready, yet at the same time the soul within the weapon will exert control over the bearer if not careful. If the heir has magic, she will be able to go into a trance and communicate with the spirit within the blade, thus able to hold more control over the power of the weapon and the geas that comes with it to aid those that are without strength, without succor.

Once the Adanata Ganasda is placed upon the heir, they become linked and the flood of heirs throughout history become companions to the present bearer, speaking in dreams and meditations of the past and offer assistance to the heir who becomes the next in the succession champions for the lost. To most it looks like a simple bracelet, yet when the bearer is in trouble or the souls within believe there is danger, the bracelet transforms to a gauntlet of steel with a blade that appears to defend the helpless.

Adder's Kiss

Owned By: Azara

Type of Item: Device

Equipment Slots Used: 0

Description:
The ring is one of an unusual design, at least, for something that a Healer would use as snakes are usually denoted as 'evil' and most Healers are associated with 'good'. However, with the history of its origins, it's rather appropriate. Made of Mithril, its expert craftsmanship is seen in each detail from the curling of the serpents body around the ring finger, the tail wrapping snugly around, and the minute etchings of the viper's scale like flesh as it then curves over the middle finger, to the exceptional emeralds that are used for its eyes as its head rests casually upon the bearers skin. It is uncanny how the ring seems almost alive, as if ready to lift its head to strike its next victim. View 1 of Adder's Kiss View 2 of Adder's Kiss

Powers:
Sacrificing the Blood (1 Slot)
The snake, stimulated through healing powers, will sink its mithril fangs into the user, taking life to generate additional stamina to extend her power. This can only take the user’s own, and does not extend to any other form of magical expenditure.

Mechanics:
The caster sacrifices 1 pt of life for every 3 stamina created to be used with a spell from the Healing Sphere ONLY. Not usable in battle. This is usable once per day.

Focusing the Adder's Kiss (1 Slot)
The ring makes the spells Cure Poison and Cure Disease easier to cast. As it's a snake, both known well for its venom; the dark ring's holy powers are known to put that natural knowledge to use for good.

Mechanics:
The use of Cure Poison and Cure Disease are at a reduced stamina cost of 3; this is usable once per day, and does not function while in battle.

Blessing Sense the Sin (1 Slot)
Through this ability the wearer of the ring may sense someone who considers her an enemy; this will not protect them or even tell them who, but warns them to the chance of attack.

Mechanics:
Roll Intelligence vs. Intelligence. If the wearer of the ring succeeds, she gets a sense of danger. If the enemy’s roll is successful, then no danger is sensed. This can encompass up to a diameter of fifty feet, not usable in battle.

History:
Penance. Perhaps the most obscure reason for a magical item to come into being. Yet, in spite of the reptile used as a model for the ring, that is the very essence of why it had been created. The Cleric who crafted it, the one who imbued the reminder of his past into every detail of the ring, had fallen from the grace of his God, only to return to his faith upon hands and knees. Ja`rehn had known, from the time he could think for himself, that he had a calling to help those who were spiritually, and mentally, battered, bruised, or lost. And he devoted himself, wholeheartedly, to his faith, his God. A man full of the exuberance of youth, of the ideals that the Gods rewarded, protected, and saved, those who worshipped them. He knew most thought of him as tragically naive, but he would smile, his eyes bright with the fervor of his beliefs, and wave off the caution many of his brethren warned him to use. For even the most wondrous of Gods, allowed tragedy to befall their disciples. Their words went unheeded, and after a long while, it was his brethren that began to think that perhaps the young man was the exception for he was leading a charmed life.

He was handsome, with black-as-night hair, eyes a piercing blue, his body fit, his masculinity without question. And the strength of his faith was like a glowing aura that surrounded him drawing everyone to him like moths to a flame; a beacon to the lost, the needy, the weary as well as the light of guidance to the followers of his God. His skills as a Cleric grew powerful with each passing month, and he never turned anyone away who sought his aid. His reputation grew as one who was truly blessed, yet it never went to his head. Nary a word left his mouth that was unkind, nor was his touch ever harsh. His devotion to his God was pure; his dedication to those of his faith was unwavering. One could say his faith was blind. Blind to the one fault that all Gods possessed; Jealousy.

Her name was D`nara. And in a single moment, a breath of time that ceased just for them, they fell in love. His faith remained steadfast, but his time spent praying lessened as more of his time was spent with D`nara. It surprised many that she was the one to capture his heart, for she was no great beauty, no comparison to Ja`rehn's good looks. In fact, she was rather plain, and there was nothing truly remarkable about her.

Until she smiled.

Suddenly, she was transformed into a beauty that transcended any standard no matter the race. She was of the same faith and they shared their love for each other with their love for their God. And in one fell swoop, they both made their God jealous. For she glowed only when she was with him, and he.. he spent less and less time worshipping. Then, tragedy struck. D`nara was bitten by a snake and the poison that coursed through her body was swift, agonizing, untreatable. Yet, it lingered within her, torturing her for hours before she was finally released from her torment by Death.

Their punishment for loving, for dividing their attention between their hearts, and the souls that they dedicated to their God, was nothing less than devastating. And their God made the mistake in sacrificing the one, to regain the other, thereby losing both, for Ja`rhen abandoned his faith and left his village never to return. He wandered for years, choosing a life of solitude, cursing his former God every waking moment, every step he took was away from his past, both literally, and figuratively. His mind closing off even the memories of D`nara. But Fate, and Gods, are fickle entities, sometimes working together.

And so it came to be that Ja`rehn, in his wanderings, found himself bitten by a snake. Oh, nothing so trite as to have been the same serpent that took the life of his beloved, but being alone, out in the wilderness, he knew he would die. Even if he still had his powers of healing, his was for the mind, and spirit, not of the flesh. In his moment of death, he had a revelation, an epiphany if you will, that for all the good, there must be bad. Light and Dark. Joy and Tragedy. And that his gifts were many, that his time spent with D`nara, however short, was also a gift.. yet, he spent these last many years focusing on her loss, rather than what he'd been a part of during her life. So, he began to pray.. to beg.. for another chance, for forgiveness, with the promise that he would return to his faith. It was granted. His God had keenly felt the loss of one of his favored when Ja`rehn abandoned his faith.

A token was also given to his returning disciple.. a ring. The skill for craftsmanship, and the powers needed, were given to Ja`rehan for the singular purpose of creating this gift from his God and, once accomplished, both skill and power disappeared. Ja`rhen fashioned in the image of the very serpent that was the catalyst for all that had happened. But.. instead of inflicting death, it would help to preserve life against all poisons as well as help the bearer by enhancing all of their Healing Spells. However, there is a cost.. paid by the Healer.. in that the ring comes to life when called upon, and sinks its fangs into the finger of the user and imbues poison into the Healer's body, weakening them, forever reminding that for all good things, there is bad..

Aerial's Grace

Owned By: Ray`El

Type of Item: Device

Equipment Slots Used: 0

Description:
An old mithril ring with scuffed sides and dented material. It’s coated in soft violet runes.

Powers:
Fly (1 Slot, OOB):

This ability grants the user a permanent fly enchantment, allowing them to take to the skies without the cost of stamina, or need for lengthy incantation.

Born to It (2 Slots, Combat):

The bearer of the ring is granted the ability, while in flight, to move as if born to do it with an inborn grace and dexterity of a natural born flier. This ability allows the wielder to fly, at any time; even during stressful situations and combat. Just like a natural born flier however; the stamina cost for flight during combat equals +1 to the normal stamina drain of any action.

History:
Designed hundreds of years ago by a Chirot for an ally, the Chirot designed it to allow the elf to help them in an upcoming war against the Kirojan. The elven warrior did well in the war; yet lost his life to the war years ago. Now, years later, the ring was found by another elven owner; this one, a Hydromancer, who utilizes the power of flight, and the knowledge of its mechanics, to help him.

Amulet of Deceit

Owned By: Twerlinger

Type of Item: Device

Equipment Slots Used: 0

Description:
Item Base: Mithril necklace with a cracked onyx

Powers:
Unseen Caresses (1 Slot)
The power of the seductress was drawn into this item, imbuing it with the ability to allow its bearer to reach out and summon some of those powers for him or herself. In this case, it was the ability to summon a pair of ghostly and phantasmal hands, sometimes visible, sometimes not, and allow them to move around and caress flesh through clothing, to tease and torment as so required.

Mechs:
Like the Unseen hands spell. These phantasmal hands are not inhibited by clothing or armor, and can only touch and gently manipulate flesh, although they do allow for any OOB touch based spell to be passed through them if so desired. They also provide sensory feedback to the owner of this item, so they can better decide how to play with their subjects. Limited to a range of 20 meters. OOB only. OOC consent required

Deceptive Necessity (2 Slots - Combat)
The power of this item slowly imbues all the armour that its possessor wears, enabling it to shift form to disguise their protections till the last moment possible, with continuous wearing, the armor shifts so much that it becomes able to protect even in its shifted state.

Mechs:
Like the morph enchant, the armor can shift form to something of a reasonable size, circlet to necklace for example, but its protective powers are still able to deflect blows and attacks even in this shifted form.

History:
The amulet was originally created by the information gathering Dreyfus. He crafted this by hand and then spent 10 years searching but the most powerful of mages and seers to perform the enchantments he desired to finish it. Once so enchanted he donned the amulet and watched in pleasure, as at a thought, his appearance and clothing changed allowing him the chance to better pursue his career.

As he was not a believer in armor, he failed to understand that the enchantments would extend to that as well. After several successful years and after gaining certain notoriety for his profession he decided to retire and live out the rest of his life in peace and quiet. Fate had other ideas however. One day a young lady came searching for him, and eventually managed to track him down. She politely asked him to return to his work one last time, she offered to pay handsomely for his services but he refused saying he would never return to that line of work, saying he was too old for it now. She smiled, said she understood and left. A couple of days later, she returned and asked him again, once more he refused, citing the same reasons as before. She smiled and nodded and left once again, this time however she silently cast a spell upon him as she was getting up and brushed against him as she passed by, her plan in motion. That brush against him sent shivers through his body, although he couldn't work out why. This continued for the next two weeks, each time she asked him to work, and each time he refused and as she left she smiled and brushed against him, the shivers and feelings of desire growing stronger with each touch. Until one day his resolve broke and he agreed, on the condition that she spends the night with him. She agreed and that night was spent in total pleasure and bliss by him.

When he awoke the following morning however, his joy was short-lived. He found himself bound to the bed, the young lady standing over him grinning evilly from ear to ear. She withdrew her hands from behind her back, revealing two vials in her hands; one she poured over his body, and the other she forced down his throat, and then she stepped back and waited. Within moments his body began to react, his breathing deepening and he moaned in anguish as the arousal built in his body, building to such a pitch that he began to scream and shout, offering her anything if she would quench the pleasure in his body. She grinned and reached out a hand in front of her and began to caress the air, suddenly he felt something caress him in much the same way. He groaned as she teased him like this, his orgasm approaching but it never happened, the feelings of pleasure grew and grew but there was no release. This continued for several days, until his body could no longer take the stress of so much pleasure and his heart stopped with a look of total bliss on his face as he died.

The lady smiled, her contract fulfilled and she left him, unaware that in his death, the spells she had used upon him had left an echo upon the amulet around his neck. As she closed the door there was a faint *crack* and the onyx gem within the amulet cracked from one side to the other.

His body was found a couple of months later, the amulet mysteriously having disappeared and was thought to be lost until it was brought from the general store by an unsuspecting feline.

updated 8/25/09

Arachnid's staff

Owned By: Angst

Type of Item: Weapon

Equipment Slots Used: 1

Description:
Item’s Base: Obsidian Staff
Race: Dark Elf

Powers:
Crawl of the Spider: (2 Slots Combat)
The character may travel along any type of solid surface as long as they are crawling, walking, or moving slowly. The movements emulate the careful movements of a spider and require a great deal of concentration to maintain, or they risk falling to the ground as they perform some other action.

Mechanics: The character may crawl on any surface as long as at least one of their hands and both feet touch it, though this doesn't require bare feet or hands. This effect can support one and a half times the character's weight before they become too heavy to stick, and they fall. Break of concentration to attack or cast a spell would cause the bearer of this item to fall to the ground, although effects like feather fall could be used to negate potential damage from the fall Once broken the effect can't be regained during combat.

Voldesh Spider: (1 slot OOB)
The staff may summon a spiritual spider. This ethereal critter will serve as the wielder's eyes, ears and messenger, allowing it to be the "herald" of their displeasure.

Mechanics: Spider is summoned forth as a spiritual spider, visible only to the wielder of the staff, allowing it to be used for spying purposes. Has the ability to pass on direct images or sounds to its owner, who has to concentrate on the sense to be used, otherwise it may impart a general sense of what happened when it returns to its owner. One sense per use of the creature. OOC Consent for it to be used to spy upon anybody, not to be used in combat, if attacked one hit disrupts the spider for 24 hours. Spider can be detected by detect magic, which will show a presence, or detect illusion which will show the spider but not its nature.

History:
Created in the dark past, gifted to one special person in each generation, that one to be blessed or cursed with the knowledge of how to command the familiar within it. Born to be feared for that power by their peers, by those who didn't understand the power that they achieved by being selected. The staff of the arachnid, marking many bloody battles between those who desired it, those who feared it and those who truly knew what it was capable of in the wrong hands. One last battle, the staff wielder being killed by a lance through the chest, his last act to hurl the staff into a great chasm, to prevent it from being misused and so it lay dormant, till an earthquake dug it from its resting place, sending it out into the world once more to resume its course through history, this time however, as opposed to pure blood, it found a half-breed. Would this one be more suited to its temperament? Time would tell.

Archon Pyre

Owned By: Doppler Zero

Type of Item: Device

Equipment Slots Used: 0

Description:
Leather bound book, with mithril spine and cover plate wrought in flame riddled design. Glowing red jewel set within the center of the cover.

Powers:
Pyre of the Herald's Wake (1 Slot):
The wielder of the Archon Pyre may choose to travel utilizing the harnessed power of the book; holding the book in the time it takes to prepare. In the wake of the spell's activation, spirit fire will begin to gather around the book, running down the caster’s arms and congregating around the user's feet, before ultimately swallowing the bearer in the magic of the spell. Once the spell is completed on the second action, the user's form will burst in a circular wave of fire, leaving seemingly nothing behind of where he was; yet transporting the user anywhere within their direct line of vision.

Mechanics: Takes one round or action to cast, transporting the user to a single location within their line of sight. It can only be used on themselves and if the caster is attacked or interrupted, the ability fizzles. Spirit Fire does no physical damage to the user or materials or living things around it and can be whatever color the bearer chooses. Not usable in Combat.

Memories of Success (1 Slot)
The book that contained his life story, or what had been made of it so far, gifted to him in a dream, and awaking to find it a reality, his own life, down on pages, sealed with an energy only he could decipher. But when he wanted it, the ability to tug someone's dream and craft it as his own, either showing them what he wished, or viewing their own dreams to see what made them tick

Mechs:
Once per scene this ability may be used to either view someone's most recent pleasurable or nightmarish experience, showing the wielder, but not forcing the target to relive it; or to allow the sharing of a memory of the bearers own life, to allow the target to experience it in all its first hand glory. The other must be open to the experience, for any resistance on either part and the ability automatically fails. Not usable in Battle. OOC Consent required. Not usable in Battle.

Pyre’s Resolve (1 Slot)
Due to the contents of the book inflaming the ego of the one that possesses it, the book grants a boon against those abilities that might seek to twist or change the bearers emotions or state of mind, turning him from the greatness that he is so obviously destined for

Mechs:
The bearer gains a +5 def to any emotion or mind altering spell while in possession of the item itself. Not usable in battle.

History:
Though the twisting dream worlds of the dragons came not only the nightmares and nirvanas of their hopes and despairs, but also the immortal thoughts that had given birth to their children, the Drak Sen. But within those dreamways the Sen still existed at times, sharing their dreams, and sometimes sharing their nightmares. One of the dreams was a world in which humans and elves alike were forced into submission by one of the dragon's children, a lunatic mage known as Duce. Duce’s thirst for power was legendary, at least in his mind. Too often had he been ensconced within the libraries of magic tomes; too often had his mind turned to that dream that came to him night after night.

Soon Duce was convinced that his dreams were not just dreams; they were the commands of his dragon forebears, and as such must be given substance and reality. Following his dream, the mage set out from the academy that he now thought to be nothing more than the fulcrum by which his ancestors had brought their demands to his attention. Those whose minds are touched by such seem to give off an ethereal glow, their skin becoming waxy with the heat of such things. Duce was no different. Within his eyes burned the zealousness of the true believer and he wandered the hamlets and villages along the thoroughfares in order that he might see all there was to see. He knew, in the way that all converts know, that he would be told of the proper village when he happened in to it. The mage became a near maniacal figure as he trod the roads and some of the lesser traveled paths to each village. Each one visited, each one scoured for the proper combination, each one left behind because he did not hear the voices of his gods that told him he was destined to remain there. Until he entered the long-forgotten town of Erolisi.

Within Erolisi he found the blend of peoples described to him in his now fevered dreams. Humans and elves seemed to have some small degree of respect for each other, they seemed to work together. The voices whispered to him, the dreams showed him the future, showed him the marvelous crowning glory that would be his as the dweller and ruler of such a juxtaposition of peoples. Silent and nearly invisible, he settled into the small town routines of such a place, and slowly he became an inhabitant. Still the dreams continued. Heated, fevered. Now was there a new element to them. In the dreams did he see the wherewithal for the creation of the gods wish for him. Never was thought given to the wishes of the townsfolk; they were cattle, soon to be branded by the article the dragons had promised him.

So it came to pass, the lunatic mage spending days upon days and nights upon nights in the hovel that he had found, long hours of chanting to the dragons, smoke filled dreams thrust upon him until the gaze of Duce was red-eyed and wild with them. Now even in the daylight did they haunt him. But the dragons were true to their word. At the end of the ordeal, Duce awakened to the fulfillment of the promise. He strode from the tumbled-down cottage and never looked back. In his hand he wielded a wickedly crafted tome, gold flames glimmering around a bright, glowing red jewel at the cover. It was the symbol and the focus of his power in the dreamscape, as well as the harbinger of his chaos. Erolisi’s inhabitants scattered from him, pressing back against the walls of their buildings. He looked neither right nor left, and his stride was as purposeful and merciless as was the gaze that he bent to them. Into the center of that small hamlet did he stride and once there his arms were raised, the book held with fanaticism as his voice raised to inform the townspeople that they had now become the chattel of the dragons. Any who attempted rebellion were cut down without thought and in the slaying did Duce see the realization of the dreams that had crawled within his twisted mind for so long.

Time passed, and within the small tightly held community Duce played the lord and liege. Humans bowed to him; the elves cowered in their abodes. Duce counted himself well pleased and he grew bolder in his demands, never thinking that they would dare to rebel. Those that had tried had been cut down by the flames that reached out from the book if ever the mage was threatened. Duce began to think of himself as immortal, above even the dragons that had spawned him and the staff which gave him the power to bring the chaotic dreams to fruition. As always, such a thing is known to the dragons and in council those otherworldly beings looked upon what had been wrought and deemed it a failure. Duce’s dreams began once more. This time the sweet whispers of betrayal were sent to him, feeding off the mage’s one true fear – the loss of his book, through which the power that fed him was channeled. Into the sleeping mind did the council plant the seeds of fear and distrust. Once more did the mage’s features take on that honed and stark visage; once more did the shift of his eyes become that which delved into dark nooks and crannies that seemed to spawn whispers of things that dwell only in the most chaotic of visions.

The day came to pass that Duce was approached by a group made up of human and elf alike. Now, they came only to beseech him to leave them back in peace in their small town, thinking to lure him from them by the regaling of his obvious power and supremacy, arguing that surely one such as he was better off to be ruling a greater number of people in a much larger town. But Duce’s dreams had shown him different, or so he believed. Seeing them heading for his domicile he went out to meet them, book in hand. Assuming from his heated dreams that his demise was near, he called upon the power of the book with the ancient tongue and thrust it boldly into the ground. The conflagration was mighty, and still peppers the stories and songs of the small village. They say that when the fire dissipated, all that was left…was their freedom. Like all dreams, they are fated to end eventually. This one did, but not before the raw power contained in those thoughts materialized like the Sen do, forming the book again into the real world. The only difference is that the pyre's power was reversed by some unknown means, turning the staff into a weapon of order, not the chaos that had spawned its thoughts. The Archon Pyre, as it has been come to be called, possesses the dreamways own powers protecting the owner from the spiritual realm, as well as Duce's own chaotic control of spirit fire and protections from it as well. Yet even as it returned, it came with its master, close on its trail, perhaps led by it out of that other world that he had been led into, and still full of the chaos that had so exemplified his dreams, seeking to make them real once more, until someone could stop him...

Atrox et Fortis

Owned By: Phaing

Type of Item: Device

Equipment Slots Used: 0

Description:
A simple copper ring looking tarnished and dull. Etchings on the inside of the band but on the outside it looks to be of no value

Powers:
Sanare (1 slots OOB)
By touching upon the ring, the wearer is granted a boon of healing; up to 15 points of damage are healed.

Mechanics: This ability costs 1 stamina point for every life point healed. This ability cannot be used to heal broken bones, regrow severed limbs or heal life threatening injuries or in combat. In case of a life threatening injury this ability can heal just enough to keep death at bay while a healer is sought (up to three hours) This ability can only be uses on the wearer no one else, and cannot be used in combat.

Remedium (1 slot OOB)
A touch upon the ring and the wearer can begin to cure low level poisons (category 2 or lower) from their form. Rest and energy is used to purge the system of foreign contaminates that may have been introduced.

Mechanics: with the cost of 5 stamina the wearer can heal any poison category 2 or lower. anything higher will need the help of a healer. This ability can only be used once a day and the wearer will need to remain out of battle and refrain from strenuous activities for a period of 4 hours for the poison to be completely removed from the body. This ability can only be used on the wearer and no one else, and cannot be used in combat.

Tere Illusion (1 slot OOB)

This ability gives the wearer of the ring the ability to call illusionary clothing to hide their form. The clothing summoned has no substance whatsoever, and if touched will be insubstantial and allow the body beneath to be felt without anything in the way. The clothing summoned in this way lasts for a day or until dispelled (whichever comes first) and can be penetrated with a detect illusion spell. This ability is not usable in combat and will fade as soon as combat starts. This ability can be used on others but requires OOC consent to be used in such a way

History:
Long ago, in the wicked land of Fangore, there lived a depraved mage and artificer named Malfaedor. He was as perverted as he was brilliant when it came to making magical items. One of his most clever items was meant to be for a courtesan who’s clients could be a bit rough. The ring was so unglamorous that it was unlikely to be stolen, a dingy copper ring with few embellishments. It could heal it’s wearer, and also generate the illusion of almost any kind of clothing… just the kind of help a courtesan might need after a night of rough trade.

Or a last resort for someone who just got mugged, or is trying to escape a jail.
The item never made it to it’s intended buyer. Malfaedor was murdered by one of the many young slaves he had abused, and she took the ring and other things with her. Only after many years had passed and her knowledge of magic had become more complete, did Phaing figure out how to make the thing work for her.

Ballad of Willow and Oak

Owned By: Ehlanna

Type of Item: Weapon

Equipment Slots Used: 1

Description:
The bow itself seems to have been carved from a thick branch from a mighty oak, crafted to near perfection and sold as nothing more than an ordinary longbow. After its enchantment and Ehlanna's funding to have it retell her favorite bardic tale, the entire length of the bow was covered in Elven runes. These runes of "Ballad of Willow and Oak" run intwined and indistinguishable with the intricate runes of ensorcelled magical powers along the full length of the supple wood. The words "Guide this hand to put to sleep with the fury of fire and the coldness of ice" are carved in ivory along one edge in the Elven tongue.

Powers:
Sermalin's Slumber: 2 slots useable in combat.

The bow has also touched the hands of Sermalin, a powerful sorceress who has cast a spell on its string weave. This potent magic induces sleep in opponents who are struck successfully. This effect drains the caster of 1 STA point extra when shooting an arrow, and is rolled as a !clomagatk against the opponent's !clomagdef roll.

History:
From the fog of eons, the tale of Evien Tel`Kaimin remains in the hearts of rangers, druids and hierophants as well as the other peoples of the wilderness. The threat of taint wormed its way into the pure creatures of the First Forest, driving them mad and poisoning the realm that knew not the hell of plagues and disease. Man and beast alike fell prey to the decay; wounds that never healed, eyes that could not interpret friend from foe and like a maelstrom it sank deeper into the woodlands. It was the pilgrimage of Evien, mourning the loss of his companions and family and imploring for the aid of the Great Oak in the heart of the forest, that the beginning of the end came to be. The Great Oak found strength and integrity in the heart of the ranger, and shedding an oaken limb, the grain rippled and shaped itself to become the legendary bow - Tathnomien. Mother Willow, ever the nurturing soul, trailed her misty green boughs along the newly formed bow and her pale green leaves fell and became one with it. Upon the smooth, light wood the impression of delicate green leaves was eternally bound into the grain, smooth and seamless. “Lay to rest those that suffer, burn away the taint like a body fights away sickness with fever and lock in ice that which is enemy to life.” With this bow, that summoned its own arrows of ice and fire, Evien brought low the Beast of Taint at the end of a long hunt. He found it, a once great stag that was covered and shapeless from the foul slugs and leeches constantly, sickeningly swirling and slithering around and over it. With a keen eye, he fired the first arrow flashing a fiery red that was cold as ice. Piercing the filth, it struck the breast of the stag and sent it peacefully to an eternal sleep. With the next arrow flashing wicked frost, the tainted essence was frozen, unable to escape the sister arrow that sundered it to ashes. In the wake of the tainted things demise… only a hunk of iron sizzled and smoked green, noxious gas in the grass. Something so small had near destroyed the forest realm. The Great Spirit of Nature, so strong was as mortal as that which saved it in the end. From this tale, did the poetic heart of one woman, bring into becoming a bow like Evien Tel`Kaimin’s great bow of liberation. With the skilled hands of a woodworker, the bow of oak was crafted with inlays of willow and the magical properties bestowed upon it were done so by the finest, most adept students of Unigo, mimicking but not recreating the legendary skills of the bow, Tathnomien.

Band of Shadowed Paths

Owned By: White Mist

Type of Item: Device

Equipment Slots Used: 0

Description:
The ring is made of one solid band of mithril, upon the inside there is an etching, beautiful script written in the Nusutto cat folk language. It seemed to be a perfect fit for which ever finger the wearer chose, the metal warmed against the skin ever so slightly as if shifted to fit upon one’s hand.

Powers:
Clever Design: The boon of a thief, wonderful thing to have, the ring itself remembers the 'steps' to a place the Wearer has been within the last 6 months. Acting as a compass for them, within the plain metal band when the one who owns it speaks the name of the Location, the metal issues forth a map, showing on the palm of the hand that bears the ring; moving as the person moves; changing as they go nearer, giving a rough direction. Erased with but a thought, it is a reminder of how to reach those easier 'marks'.

Will of the Wanted: Like the symphonic spell of Mask of Deceit, this ability of the ring allows the one who wears it to take the form of another humanoid. Unlike the spell however, touch does not break the illusion. The illusion feels real, with the exception of outer extremities (such as wings) that are not a natural part of the wearer’s anatomy. While they can take the form of a winged creature for disguise purposes, they cannot fly. While they can bear the form of a fae, they cannot take on racial traits. The Effects of the spell last for a scene, no more, no less. It can be dismissed, as most magic’s are, with but a twist of the ring.

History:
The life of a thief was never an easy one. It was a life filled with treachery and betrayal, back stabbing and vying for a better position amongst the others. Add to that a feline nature with fierce passions and raging hormones and you have a nomadic life of the Nusutto clan of catlings. The clan’s members drifted from place to place, taking what could be had before moving on to the next mark. Rarely were more than a handful of members gathered at the secretive haven they called home. Most couldn’t stand the others, always competing to prove their worth. There was little sentiment amongst them, most preferring to brag about the worth of their latest score or the potential of their next. There were some heirlooms however, daggers passed from father to son, armor bearing the clan’s mark, but it was a single ring that was the most coveted prize to be had, held by the leader of the clan, the highest ranking catling with the most skill and enough gumption to hold it. Like a well kept secret, the rings existence was whispered about amongst the members of the clan. The rumors of its powers were told in tales late at night, exaggerated as most tales often are. Few had actually seen the ring’s abilities, the possessor of it tight lipped about such…as well they should be. It had been passed down from mother to daughter since it had come to the Nirdecxe line of Nusutto cat folk. The gift of it is like a rite of passage between the females of the clan.

Band of the Sun

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
Item Base: Bracelet
Class Required: Fire-Mage

This ornate bracelet is crafted from a mix of the finest mithril available and an odd metal of unknown source, that seems to glow with a red hue. It has etchings of two slender blades a half inch apart, that run the around the bracelet, black runes run up either slender blade and seem to swallow some of the eerie light from the blade itself.

Powers:
Flame Whip (2 slots Combat):
Upon uttering the 'command' word the runes start to glow brightly and actually release all the energy that they have been gathering causing a burst of flame to erupt from the weapon held, or the wielder's fists if no weapon is to be had, creating a whip of fire.

Mechs: The Flame-whip costs 2 stamina to summon. Can be summoned once a day due to the need of the runes to gather the needed energy, and lasts the duration of that combat scene. Once summoned, It extends the range of attack to 10 feet. Attack roll is as a clomagatk vs clomagdef for this attack. 50% of the damage dealt is fire based damage, so limitations and weaknesses would apply to this half of the total damage.

Sun's Caress (1 slot OOB): As the bracelet is able to put forth the power of the sun, so to must it draw from its energy. Only a full day of sunlight will recharge that magic, and while direct exposure is not needed (as clouds and smoke will not prevent its recharge), line of sight to the sun must be had for 12 hours. This means questing underground, or being held indoors, will not refresh the power of the item.

Mechs - After use of the Flame Whip ability, the bracelet is rendered inert and powerless until a full 12 hours of sunlight have recharged its powers. Underground, being indoors or other artificial light sources do not count for this, it has to be the natural rays of the sun.

History:
Flamoria, or to those note of the Tribe of Hin'chu, the Sun Mistress was a Goddess of old, and was a might and powerful one to the Hin'chu. These were her people, blessed with rich skin, skin as black as the night, to survive the endless wastelands that they saw the holy lands. Their Belief was that Flamoria Burned away all the poisons of the earth, leaving only the pure white sands of the Inabala Desert for her chosen people. It was here in the center of these lands they built a temple to her, large and commanding with towers fifty people high on either side. Masters of many things, glass being one of them, they made large circles of glass at the top of each tower and aimed them at the alter atop the temple. The alter the Hin'chu people used to sacrifice virgin men to Flamoria with. chained down and bathed in pure blessed water he would be placed there every 51 passing of her grace, as thanks for the month of good light, and her power would run through the glass becoming amplified, and it would consume his form burning him to death. as the day ended and darkness set in, and Flamoria decided to rest they would dance and sing and celebrate Her acceptance of the 'blesser' for that month. When one worships the day and the Sun they also recognize the night and the Moon, or for these people "Ibulis" the Dark God of Terror. Ibulis, was also worshiped by people in Inabala, and they were, as always at war with the Hin'chu. Known often as the Luncips or ' Sun hiders' they would attack the followers of Flamoria with great savagery seeking to slaughter the youthful men and children to prevent Sacrifices, they would enslave the Hin'chu women and seek to destroy the city that was built about the temple, people of soft tans with eyes that shimmered with a purple hue circled in black, and with slender builds they were as opposite in appearance as they were in beliefs from their enemy and nothing was seeming to change between these war bitten nations. The Sun hiders had a large advantage however, as the Hin'chu never knew where they came from, or when they would attack. And over the decades of war the Sons and Daughters of Flamoria were slowly being out numbered, and they turned to their Goddess of Light and heat and begged, pleaded and gave more lives to her in hopes of a way to fight these monstrous people. It seemed they were answered, large rocks roared down booming against the sands, rocks from the sky, gifts from the Goddess, rocks with uncanny glow that were always hot, glowing red with energy and heat. It took no time for the smiths of the Hin'chu to start crafting weapons, but the material was unlike other material it didn't hold to the same skills of craftsmanship and much of the rock was wasted in trying to learn how to forge with it. In the end only a few items were able to be crafted; a bracelet, a large broad sword, a set of arrows from the scarps and a simple rod. Sadly it seems, to little to late, as the people of "Nuwaniano, or 'City of Light' forged their Weapons of power to fight the Luncips their foe was gathering forces. The ancient texts speak of the battle, one that was so large, so horrific that Sand dragons fled the lands, and the city crumbled down in the wake of death and destruction. It's unclear if the Moon worshipers lived or not, but it's clear that followers of Flamoria did not, and what was left for their make upon this forsaken world would be the birth of the "Red Sands" even what seems centuries later the earth still is tainted with their blood, soaked into the desert sands so deep that it's looks like a scorching wasteland of fire and death, with the ruins of a loan city half buried in the wake.

Beautiful Enslavement

Owned By: sabina

Type of Item: Device

Equipment Slots Used: 0

Description:
Thick Leather Collar

Powers:
Beautiful Kept (1 Slot OOB)

The collar was gifted with the ability to keep its bearer in tip top shape; even after the most arduous of nights. It will in turn, work to repair those welts, lash marks, bites, scratches; any minor signs of their abuse are slowly knitted and healed. Minor wounds are healed overnight, such as burns, lacerations, cuts and bruising; larger wounds may take longer, depending on the severity of damage. This can not be used to regenerate lost limbs. Not usable in Battle.

Beautiful Denial (1 slot OOB)

In the midst of sexual service, the one who wears the collar is denied the final climax of release. If their Master, or the to whom they are servicing do not give the command for the slave to orgasm, then the slave is left without relief. However, once the command is given, the token bliss of their hard earned service is all at once given freedom. Not usable in Battle.

Beautiful Accommodation (1 Slot OOB)

It is important to be accommodating and subserviant, a role that is pressed into the mind of the one gifted with the collar itself. To be pleasing, flexible; this in mind, when the body is placed under duress, or stretched beyond it's capacity, the collar will assist in the control of pain or fatigue. This does not make the bearer a contortionist, but means that during the act of sexual service - bondage, restraint, stretching - they do not seem to suffer too much from the pain or fatigue of such stressful activities. RP effect only, Not usable in battle.

History:
The collar itself was crafted by the Goddess Katarein, a magical and reclusive creature that was often rumored to steal the young woman from the nearby village for her own depraved delights. Now, this simply was not true, in fact, Katarein had in her charge three darling slaves that kept her busy during those times she was not tending to her flock, or causing mayhem with her magic.

Katarein was an immortal of wicked tastes, and each night she delighted in exercising her desires upon their tender flesh. However, the girls were only mortal, and those more passionate scenes would often leave days or even weeks of recovery, their misery shaming her for her irresponsibility. To amend this, she created the collars as a gift for their unfailing loyalty. In the metal of the thick leather, she binded the ability to heal from those minor wounds inflicted by nail, teeth or whip. Katarein, always pragmatic, also created a spell that would allow the girl's a boost in their stamina and the ability for their bodies to acclimate to..foreign sizes.

She was satisfied, and gifted her girls with their new collars. It's said that even when they passed away, she would honor their memory by gifting the collars onto those of likewise loyalty and..need. Later, when the girl's too passed on, the collars were gifted to the Empire, and later, handed down to those biddable creatures who served beyond the capacity of their body.

Belt of the Grey

Owned By: Abby

Type of Item: Device

Equipment Slots Used: 0

Description:
An engraved, embellished leather steel-plated great belt that is big enough to cover an average person's abdomen. On its center plate would be a subtle concave with a turn-lock in the middle, turn-able from vertical to horizontal back and forth.

Powers:
Guise of Leisure
OOB ability- 2 slots
A mercenary – even one who hopes to provide more than being a simple sword-for-hire - must never forget that combat can be a staple part of their profession whether they like it or not, and therefore they must always be ready for battle. To be able to enter combat at any time is ideal for the best of them, but living up to that ideal can mean living in a shell. Knowing the burden of constant vigilance, the Grey Smith can lighten that load for a time. By twisting a turn-lock on the belt's buckle, the belt can temporarily conceal and even relieve the burden of the Mercenary's armor in what appears a vibrant transformation, briefly flashing the mercenary's nude figure before washing it in bright light soon made into fabric, replacing stiff and concealing armor with an ensemble ideal for the moment or occasion... ideal at least in the Mercenary's mind.

Mechanics: This ability allows the wearer to conceal and feel relieved of their armor while out of battle, conjuring the 'faux' outfit of their choosing, which offers no protection itself. For this ability to take effect it must actively be used, meaning the wearer cannot enter play with it presumed to be in effect already, and must play out the conjuration of the outfit. While malleable, the outfit cannot be fully removed. The outfit can only be conjured and persist out of battle, the armor reverting to its natural state should combat be initiated.

Smith's Soul (1 Slot – OOB)
Within this great belt still lies the soul of the person who created it: an aged, impetuous, and hot-headed male who calls himself ‘The Grey Smith'. Unfortunately, his memories have all been lost to time (including his real name, race, and background) and apart from general knowledge from many years back, he can only remember that he created the belt… but claims that he had created many more.

Mechanics:
Outside of combat, the soul of The Grey Smith can speak to the wearer and those around them through the belt, while at the same time sees the world through the wearer's eyes if the wearer has it worn on their person, not to mention be able to share the wearer's other senses, though limited to what the wearer them self feels. Any spell that negatively effects the wearer's senses outside of combat also affects The Grey Smith. When combat is initiated or if taken off, however, The Grey Smith's soul goes dormant and will only resurface once combat ends or when it is worn once more by the wearer. The smith, while able to offer opinion, critique, commentary, advice, etc., cannot glean knowledge the wearer them self has no access too.

History:
The Grey Smith was known for creating all sorts of magically augmented items: with The Belt of Grey being one of them.

Or so it is claimed.

The Grey Smith was a name known only to a very few and those very few would have to be hundreds of years old; unfortunately, aside from the name alone, the accomplishments of The Grey Smith have mostly been lost to time and there are currently no known records of such a person - some would even argue if such a person ever existed in the first place. Everyone including, ironically, the Grey Smith himself, whose spirit continues to reside within The Belt of Grey to which he claims to have created.

The Grey Smith himself does not known much except his name alone and vague 'memories' that he created many magical artifacts, claiming that his own memories have too been lost in time after spending hundreds of years trapped inside the great belt, passed around from one place to another, from one person to another, memories never connecting or consistent with backgrounds continuously changing. And never once did The Grey Smith ever get to speak to those who wore his belt.

Eventually, the belt was passed down over to a dwarven merchant who only worn it once, and then left to gather dust in the store room. That was the last of The Grey Smith's memories before his soul went dormant once more. That was... until a certain someone decided to put it on.

And heard him.

Beserker's Bane

Owned By: Bane

Type of Item: Device

Equipment Slots Used: 0

Description:
The collar was made from small bones fitted into place with leather. They were a dull age worn in color marked in places with small runic symbols burned into the surface. Though the leathers looked worn as well any pulling and tugging would find the collar as solid as if it were steel.

Powers:
Beserker's Bane (2 Slots combat)
This ability was used by the designer of the collar to control the rage of his berserkers between battles. With a command word it allows the controller to stifle one emotion while amplifying another on the individual wearing the collar. The one to control the collar will have a small sliver that chips from the collar once the bodyguard or berserker ties themselves to someone. Whoever holds the sliver controls the emotions of the bearer of the collar. The collar can produce two slivers at any given time should the berserker or bodyguard be under the control of a mated couple.

Mechanics - Much like the spell spindle of emotions though it can only be activated by someone whom the collar is tied to. There is no defensive roll to this the subject automatically taking the effects. OOC consent required. Only one emotion at a time can be suppressed, while at the same time one emotion can be amplified. This ability must be done by the controller or second party, and can not be done by the wearer of the collar

Saving Grace – (1 Slot) The other ability granted by the collar is the ability for the wearer to slowly heal themselves over time. Though this healing is slow many are the tales of ones wearing the collar being left for dead only to return to their duties days later.

Mechanics - The healing is slow, only healing at a rate of 10% life over an 3 hour period, just enough to keep the person alive at first. This does not stave life-damaging injuries, nor does it regenerate lost limbs. If the user rejoins combat, the ability stops all together until combat has been completed and the user is able to rest.

History:
This item was created in the Northlands by a border lord who had taken some of the local barbarians into his home as guards and a small army. The only problem that he had was with controlling the beserking rages of his guards. So he sent word to all the corners of his kingdom and finally word would reach the ears of a magus who had recently moved into the barony. A master enchanted and quite a proficient magic user as well the man set to work on developing an item to help the lord with controlling his men. Toiling for several days he would find a way to bind the magic’s of certain spells into a set of collars of which there were only six made. One for each of the lord's closest bodyguards. When the lord was presented with the collars he would try them out finding them to be perfect for controlling his personal guard keeping them calm in situations that would normally have sent them into a rage. Though he made the mistake of locking one of the collars about the throat of the mage who he would try to force into making more of the collars for his army. The mage distraught at what had come of his fate threw himself from one of the towers killing himself and destroying one of the collars in the process. Some of the other items were destroyed or lost over time the last remaining one had found it's way to Bane though how would be anyone's guess.

Blessing of Sheara

Owned By: Dakiras Lorgaine

Type of Item: Device

Equipment Slots Used: 0

Description:
Item Base: Ring
Description: Ring set with ruby gem, once activated Chirot runes mark themselves along the wings of blessed.

Powers:
Sheara’s Touch: (2 slots Combat)

When this blessing is called upon, archaic runes marking the faithful follower’s wings become edged in an almost mithril like gloss. Folding their wings around themselves they are able to use their wings as a means of defense, encasing their form in the hardened appendages.

Mechanics: This ability can be used once per day, for the duration of a single combat scene. The spell grants the user the ability to use their own wings as armor against physical and magical strikes with a normal defense roll, (ie. !clophydef, !ranphydef, !ranmagdef, or !clomagdef) The wings themselves take on the qualities of the armor upon the barer of this Item so a direct attack to the wings reflect normal and enchanted defenses just as if you hit the body.

Sheara’s Kiss: (1 slot OOB)

The owner of this item is always known to bound by the call of their Faith, by the edges of darkness and the depths of temptation. In the intricate patterns etched within their wings, a more subtle action can be used, a simple stir of the air itself and the scent of sex wafts into those within the immediate vicinity, causing an almost immediate reaction of their arousal to linger in its wake.

Mechanics: Immediate vicinity consists of a 10’ radius, by causing a stir of air from their wings, the user is able to effect arousal within anyone giving OOC consent. It is a mild effect, victim finds themselves becoming sexually aroused; their body starting to react showing signs of the arousal, dick getting hard, nipples hardening, or even a flush against the skin. OOB only and requires OOC consent of any involved. This is limited to 3 times per day

History:
A Chirot hero fallen, half a city destroyed, many others dead...a great blow to Chirot's everywhere. Yet they had won the war. With heavy hearts they carried their dead back. Their hero of the war brought and laid to rest in a great cathedral before a statue of the goddess Sheara. It was then that, according to Chirot lore, the great statue of Sheara cried for her people...the tears pooling into one and solidifying into a small gem. It was this that Dakiras had discovered within the books at Unigo and the beginning of his next journey.

He left first thing the next day without telling anyone. The Chirot gone so long the people took down his tower, thinking him dead...they were quite close to the truth. It was many months after he had left the tower of Unigo, having dreams of the item and the location he had learned about and assuming it was Sheara telling him to obtain it along the way. He had finally found it. A Chirot village...very far from the lands of Nanthalion. Dakiras affinity for the winds helping him get there all the quicker. He entered, not by the winds, but by foot. Slowly making his way through the village, seeing for the first time other Chirots living together...and chirot children! Even though he was not one of them, and he could tell as heads turned whenever he passed, he for once felt calm...felt as though things were right here. He felt it unfortunate knowing what he must do.

It wasn't long before a few village militia came to him, asking who he was and why it was he had come. A spell of truth speak was silently cast before he answered to be sure they believed him. "I am Dakiras Lorgaine, follower of Sheara and master of her skies, come from lands far, far from here. It was Shearas desire for me to come here, showing me this village in my dreams." He replies, allowing them to take it in before continuing. "I know not why she has sent me...but she has." He finishes, letting them deliberate among themselves. Of course, with the aid of his spells, they believed him. As did the elders and the priests of Shearas shrine in this village. With this new found trust he lived with them for a time, even teaching them a bit about the air magics.

It was the shrine where Dakiras found the gem. Settled upon an altar before a statue of Sheara it lay in all it's glory. Yet with the coming and going of priests and the watching of the guards it wasn't as simple as just taking it for his own. He was also sure, by talking to the priests subtly, that it would not be given to anyone for any reason. At the same time he would not lift a hand against his own people and find himself out of favor with Sheara, otherwise the gem would be worthless to him, or so he believed.

Often times Dakiras would take to the sky, thinking over how he could obtain the gem...not even sure what the gem might do since he wasn't permitted to examine it. It was on one of these days that he discovered a creature of another race. Of all things, this being a torian. An idea comes to the Chirot and he descends quickly, a spell already upon his

lips. The Torian quickly found themselves held within a spell of binding, lightning encircling them and draining them of their stamina. Dakiras worked quickly, using his spells of deception to appear as another and convince the torian that the Chirot village was preparing an assault on the torians and that now would be the time to strike, only releasing the torian after taking flight and heading back to the chirots where he would tell a different story, of torians on the move.

It was less than a week before the torians attacked, yet unlike what Dakiras told the torian spy...the village was ready. A battle ensued, Chirot against Torian and spread quickly though the village. Battles were faught basically everywhere. In this confusion he made his way to the shrine. His path was not clear of course, yet with most already occupied in battle, Dakiras merely lended them aid, sending bolts of energy, summoning lightning and taking down enemies as he saw them. He did, however, make it within the shrine. With more spells of deception to alter his appearance he heads for the altar, grabbing the gem and hurrying away before anyone could catch him, taking flight as soon as he was out of the shrine.

In the air he could see the battle in full, even helping a few that were fightning within the sky. It seemed that the Chirot's would defeat the invaders and that was good enough for Dakiras. He left them in their moment of need, heading back towards Nanthalion, knowing it would be difficult to spin more webs of lies here. The gem would be put to good use in his possession he believed, knowing something such as this was not born into existence to merely be put on display. As for the start of the battle...he decided it would put him even more in his goddess favor for doing such. He had done his part and taken his own reward...and with it he returned to the only home he knew.

Bracelet of Healing Seduction

Owned By: Naidra

Type of Item: Device

Equipment Slots Used: 0

Description:
A mithril bracelet, it has seven charms all connected together with mithril links. In the center of each charm was a stone, one Jade, Amber, Fire Opal, Indigo Sapphire, Ruby, Amethyst, Lapis Lazuli. Each charm has a mini hidden compartment. (like a poison ring)

Powers:
Sexual healing: this effect gives the wearer of the bracelet the ability to heal with sexual contact and to push pleasure into the body while healing wounds. Sexual contact can be a kiss, a blow job, sex, anything that is an exchange of bodily fluids in a sexual manner.

Mechanics Heals minor to major wounds but nothing life threatening. Heals 1 lp for every stamina point in stats. uses 1 stamina point per lp. Requires OOC consent can only be used to heal 15 hp points a day

Personal connection: This effect gives the wearer of the bracelet the ability to be personally connected to person she is close too. This spiritual link allows her to see, hear and feel what the other is experiencing. By closing her eyes she can experiences those feelings the one she is connected to feels. She can also send feeling back allowing the one she is connected to to, to feel what she is feeling. This ability allows her to locate the one connected to at need.

Mechanics Mechanics: The wielder will expend an immediate ten (10) stamina that are not regenerated until the spell is willingly cancelled by either party. This ability can only be used upon a person who has a personal connection to the wielder, such as it wizard mark or collar. The person must provide explicit IC consent to the link. This ability can only be initiated upon a person within sight of the caster of this ability and no more than one person at a time can be linked to the wielder of this ability. Stamina used for this ability does not return till two hours after the ability has been cancelled. OOC consent required for use. Not usable in battle

Healers essentials: this effect allows the wearer to hide healing remedies or poisons in the seven hidden compartments around the bracelet. The compartments remain hidden from view and can contain one full dose of any potion. Compartments only open when the wearer wants them too and cannot be opened by any other. The bracelet does not come with potions in it they must be purchased separately

History:
Not to many years after the founder was over thrown and the catpeople separated into different tribes, a young catwoman named Kaitleen had a bracelet made to hold potions for her. She took great care in the creation, each stone chosen with careful consideration. Once the piece was made she took it to her brother who was a mage to have it enchanted. Wanting to combine the two parts of her magic and to have a way of keeping track of those she loved in case they were injured. Once the bracelet was created she had it with her always. She even had her brother spell it so no one could remove it but her. Kaitleen went on with her life and fell in love with a human man that had saved her during a raid. She worried over her warrior lover constantly not being one for violence herself. Her love, Seth, went out one morning with his war leader to face a a band of goblins that were causing havoc to the neighboring towns. Kaitleen spent many days sharing her connection with Seth so she knew he was ok. She felt his pain when he was injured and rushed to his side. She found him bandaged but still hurt sitting next to a tree so that the others could face the threat that still plagued them. Coming to his side she helped to strip his clothes so she could look better at his wound. "My love" she purred feeling his skin chilled she pressed her warmth to him covering him with kisses. He opened his eyes and looked upon her face "my beautiful Kaitleen this must be heaven indeed to have such beauty as yours to come to me when I am alone and hurt." his voice grew weak as he went on "I am sorry my love I don't think I will make it back to you... I love you" she put her finger to his lips and whispered softly "shhh my love let me heal you" he didn't believe it was her, he didn't know about her connection with him through the magic of her bracelet. He had always chalked up feeling her near him as he heart calling out to her and him missing her. She helped him to lay flat against the ground. His went eyes wide with pain. He thought he was dreaming as he watched her strip her clothes and stand before him in all her glory. She dropped to her knees before him then used her mouth and hands to waken his flesh. His mumbled words told her again and again he thought her just a figment of his mind to keep him warm while he died alone. His body responded to her touch. She crawled up straddling his hips taking him inside her as she began her gentle rocking not wanting to hurt him more. Her hand on her bracelet, her lips whispering as she called forth the magic blending her healing and seduction into one. She felt the drain on herself as her hands settled over the wound on his stomach and chest. She closed her eyes, that gentle rocking tightening her body around him. Her healing warmth pushed into him helping the wounds to seal shut though leaving the skin still tender to the touch. His eyes cleared and he saw her truly "love how...what...where?" he stumbled with his words. His hands moving to her hips helping her move, to bring their love making to a peak and bringing them both great pleasure. She took him home after that and nursed him back to full health. They married and had 4 daughters and one son. Kaitleen gave her bracelet to her youngest daughter when she became of age and proved to have much the same gifts in magic as her mother. From then on the bracelet was passed from mother to daughter generation after generation.

Brand of Aku-Rai

Owned By: Gali Shuminta

Type of Item: Device

Equipment Slots Used: 0

Description:
As no two brands look completely alike Gali’s brand is in and of itself his own creation, as much as the goddesses. It is in the center of his back in the shape of a large paw with its claws digging in to his spine ( right hand paw) on either side of the paw are what appear to be a formation of silvery slashes on his fur that seem to represent wings. These slashes extend outward and slowly turn black until their lines blend seamlessly with the bangle formations on Gali’s Body.

Gali’s wings tend to be eight feet long, with a 16 ‘4 wing span when opened. Their current design is white downy feathers, with swirling black lines, mimicking the bangle markings on his body along them. However during the time of an unchecked curse, the colors are Inverted, making the wings black, with silvery swirls, the black wings have a slightly sinister look of dripping blood.

Powers:
Wings of the Chosen: This effect is two fold, It allows the bearer of Aku’s brand to grow wings from their body, in either a bird like shape, or a bat like shape. The wings can be of any color and or covered with any type of ( scales, fur, skin, feathers) In addition to allowing them to grow the wings, it also allows them to get rid of them, the wings dissolving in a shimmer of sparks and or dust.

Blessing of the Heavens: This effect is only possible due to the fact that the bearer of of Aku’s Brand has the ability to generate wings. At will, and while their chosen type of wings are unfurled the bearer may fly as if they had been born with the gift of natural flight. They can perform all types of motions and move at full speed while flying and can be used both in and out of combat, with the normal 1 STA cost that natural born fliers take.

History:
There are legends that state that during the first Era of the Cat-people race in the chronicles of the world that some of them, those who were priest of their goddess possessed the odd ability to acquire wings, and fly. Though most people now or days believes that this is actually some prospect of breeding between torians and cat-people who then learned to fly with the spell of the same name. However The simple fact of the matter is that at one point in time Cat-people did have the ability to gain the power of flight, and those very, select few with in the world who still serve their creator AKU RAI still can.

“AKU_RAI is for all intents and purposes a vengeful, spiteful, little, bitch“… or so those of her very few people who have bothered to question her priest say when they confront her priest about their choice of religions. “ However…she’s that way because what ever we did during our creation really pissed her off…so were cursed…nothing we can do about it but try to fix it…and pray.” Is almost always the counter argument which is followed normally by an unfurling, or opening of wings before those same wings are flapped briefly allowing the cat-person they are attached too to rise in to the air as they say with a small smirk” But you see…faith has its rewards…”

The above conversation tends to rarely come about due to the current lack of worshipers that the goddess has. Most if not all cat-people tend to follow the way of Gaia, what with a large portion of their race given to the aspects of the forest and nature aspects of life.

Gali however has learned different, studying the small amounts of lore that can be found about his people before the current time span he has attempted to make amends with the goddess, offering monthly and some times weekly sacrifices to the goddess. Such sacrifices range from a deer, a burning of scented herbs, to female, and male elves killed upon her alter. Thus is the reason why he believes he was given wings.

One night after praying at the temple Gali received a dream. In it he was visited by a small black cat with the bright blue eyes of a human. Being a ranger Gali attempted to befriend the creature, it instead ran between his legs and then crawled up the back of his left pants leg. Just as Gali was about to attempt to pry it from his leg he felt the cat’s paw against his spin near the middle of his back, while these words were whispered in a heavenly voice with in his skull..

“This is the gift I grant you son of the Hengenma, know that your efforts please me and I expect more from you in the time ahead…go forth in to the skies as your ancestors once did with my blessing…”

When Gali awoke the next day he believed the dream a wonderful fantasy, and a little self indulgence of his mind that he was getting through to his patron god. A quick glance in the mirror, and the sensation of his vulpine slave tugging on the great feathered wings on his back, as if trying to figure out where they connected made the male realize he had been visited by a messenger of his goddess. With the knowledge that he could fly he proceeded to move outside and try his hand at it… three days and seventeen hours later the cat-man had finally managed to lift himself off the ground by more than the three feet he got from jumping.

In the past year since this time Gali has redoubled his efforts to giving tribute to his goddess, while he no longer sacrifices those of the elven race on the alter, due to the current state of the world and the inclusion of the Imperial guard. He now understands the full power of the blessing Aku Rai placed upon him, and he wears her brand Proudly.

Breath of Gaea

Owned By: Corbin Adal

Type of Item: Device

Equipment Slots Used: 0

Description:
A pale metal armlet that looks much like a coil of thorny briars

Powers:
Purifying the Form (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but one thing that is needed no matter who it is, is the approval of their god or goddess, and this is what this ability does. It allows a single prayer to be lifted to their deities ears so that the can request the power to continue the resurrection and claim from death what should be in life.

Mechs - Costing 1 stamina, and only to be used after both patient and ressurectors have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the ressurectors full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the ressurectors has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the ressurectors 1 stamina for every one life point they wish to return to the target being resurrected. And requires for the resurrection to be successful that they return at least one quarter of the victim's life to them before they can fully become alive once more and the resurrection can be called a success.

History:
This article was an icon of faith among an Order of desert nomads, all sworn to Gaea's faith and service. While their prayers and their rituals often involved no materials, the coil of metal brambles serves as a clear symbol that the goddess demands strength and sacrifice of Her followers in order to be given her blessing. The lore holds that the ring of brambles was not made or forged, but found after a great revel of the Order had concluded where one of its greatest priests had died in the worship. A sign of Her blessing and attention, the implement cinches tightly when used and causes superficial wounds on the owner to prove their devotion.

Carnival's Pride

Owned By: Thrash

Type of Item: Device

Equipment Slots Used: 0

Description:
These armbands are made of the purest silver, glimmering even without light hitting them. They have three very intricate designs around them, the first being a stylized picture of a sword, being swallowed into the air, the other two are merged, the look of wings wrapped about in chains. When the light does hit them, they shine unlike any other item of silver, for they are meant for the spotlight, so to speak.

Powers:
Sword Swallower: The magical armbands allow the user to be able to store his favored weapons within the bands with but a thought to draw them out or push them back away into the bands. One weapon can be held per arm band - for a maximum of two weapons hidden away at a time.

Wings of the Acrobat: The magical arm bands allow the user to be able to Fly without limit of time or drain on stamina. However, the focus required to keep one in flight means that it cannot be activated or even sustained while in combat. As a secondary effect to this, while flying the arm bands form two illusionary wings of random appearance - such as flame wings, scaled wings, rainbow wings, etc (Randomized to the character, the player will select which appearance manifests during use).

Escape Artist's Chains: The magical arm bands allow the user to be able to form chains out of thin around the target's arms or legs. Because of the focus needed to perform this action, it cannot be used in combat - but the chains are flashy thing, having a similar illusion effect over the chains as they're formed - creating a random illusionary effect (such as looking to be made of flames, shadows, ice) that has no real impact over the feel of the chains.

History:
The bands was forged long ago by an average silversmith, the material and making of the base bands was nothing spectacular. Where the story gets interesting is when a traveling mage and illusionist seen them. He had to have them. He was known as Carel the Luminus, And was known to put on dazzling displays of lights and illusions for townsfolk. After he purchased them, he had them engraved with three images, determining to make them the fanciest set of armbands the world had seen. He then went about enchanting the bracers over the years as he learned more and grander illusions.

Soon, he had gathered a small following of others wanting to learn from him, some truly impressed, others just wanting to steal the bands. Those that tried to take the bands from him soon learned that the chains was very real that the bands created. As his true followers grew he established his own traveling carnival. As he grew older, and could not perform as well as he did, he passed them onto the new carnival master that he appointed. Through the generations the bands was passed on, always to a member of a traveling carnival. Sometimes being given to other carnivals for they was to go to the flashiest, or most crowd pleasing act.

One point the bands was lost to brigands and raiders, though they never figured out the magic of them and sold them off for coin. By a chance of fate, a acrobat for a carnival seen them for sell at the shop the brigands sold them too, all 'carnies' had heard of the bands and knew them on sight.

And so the bands regained their legacy, through the years many have held the bands, and many more will through the ages, as long as there are people who enjoy a good show.

Chain Mail of the Prodigal Son

Owned By: Elthorion Kinslayer

Type of Item: Armor

Equipment Slots Used: 1

Description:
Item's Base: Mithril Chain Mail
The armor is woven of steel though its chain weaving is of a rare double pattern that gives it its additional boons. Originally crafted by Dwarven smiths, this particular armor has served its defensive powers in the House of Anarelia. To the naked eye it would appear ordinary and without a blemish, yet a magical detection would reveal some of its special abilities.

Powers:
Indestructible:
Although the wielder takes damage normally, it never never seems to mar the appearance of the armor. The metal itself magically knits together, never needing polishing or cleaning. Even dings and bangs magically disappear within an hour after combat is over.

Chains of the Exiled:
Links within this chain mail may magically appear or break at the whim of the wearer. Up to five chains may extend out from the body of the mail; lashing out or latching on to obstacles or opponents. These chains are thicker than the armor's normal rings, and are even barbed. By concentrating on a target, any of the five chains may whip towards and wrap around anything the wielder desires, as long as its within ten feet.

Mech: While in combat this may only be used once, with a range of ten feet. The wielder may make a clophyatk vs clophydef to entangle one opponent within sight; this initial attack deals no damage. -2 is applied to this attack roll if a solid object blocks the path towards the target, however the chains can't wrap around an object larger than its range. As a free action, every time the victim's turn begins, the wielder rolls clophyatk vs clophydef to hold on. If the victim fails to defend they take 1 damage, and suffer a -1 penalty to all combat rolls for one round. If the victim succeeds, the ability ends. Regardless of success, the victim may then take their action. The wielder can dispel this ability at any time prior to the combat roll; and if the victim was attempting to attack with the wielder's own chains when this happens, their turn ends prematurely and the attack is negated. Whenever the ability ends, the wielder's next turn is skipped as the chain mail morphs and reforms.

History:
The house of Anarelia was one of the earliest houses of the dark elves, back from the days when they were predominantly mages who splintered off from the high elves. From old, the house grew in power and prominence beneath the ground, in the deeps of Underdark, and their numbers swelled. Many were the magical artifacts they owned, over time, some the spoils of combat, and others the result of pooling together mighty majicks upon them, to augment the abilities of their owners for many years to come. Reladorn came to be born into house Anarelia, second son of lady Ardania, Archmage of the house and second only to the Matron of Anarelia in power within that dark house. From the outset she was furious since she had wanted a daughter, for her firstborn had been a male, and now too was the second one. At first she decided on disowning him out of the house but was dissuaded in time to send him away to learn the magical arts. Upon coming of age, Reladorn proved an adept pupil as he mastered many of the skills set upon him, the magic-laden blood of his house and his mistress flowing like wine through his veins. His rise amidst the ranks of the house was notable to say the least, though Ardania was a little discomforted by it. He seemed almost too driven, she felt, and was decades younger than his peers with whom he completed in the basic magical training of the dark elves. This was where the problems started. Indeed, Reladorn had his own reasons for being so driven, especially as he watched his older brother train as a dark paladin within the warrior houses, and he knew the wishes of his mistress that she wished him to show his worth as her child, and the only way he knew how to do so was to prove himself as capable of mastering both what she wished him to, and what his brother was working towards. He turned, almost recklessly and with sheer determination, towards the warrior side of training that he had been working on in secret. First to learn of his move was his brother, and Reladorn, foolhardy youth that he was, challenged him to combat. His older brother gladly took him on, but was frustrated to find that, despite his own superior combat skills, he could not best Reladorn, thanks to his magical skills. From his lips Ardania came to know about it and she was furious, ordering him out from the house but he was adamant and laid claim to ascendancy by merit of his ability. Ardania, quickly seeing that he would not change his mind, rather than bothering to kill him, decided to set him to the test to see if he was worthy. In a rage she banished him from house Anarelia, and told him that if he were to ever return, it would be as nothing less than a full fledged Dark Paladin and Mage. Reladorn simmered in anger at his unjust banishment, the removal of his name from his house, but he was unwillingly to simply leave empty-handed with little recognition. Even on the same day as he left the house, he crept among the collection of armory of his house, ancient artifacts that had been used by his forefathers and ancestors in battles long forgotten. Determining their abilities through his spell, he picked out among those most suiting and addressing his weaknesses as a warrior. The first he wore was a chain mail, forged of dwarven skill, while the other were a pair of shining gauntlets bright and light and full of power. He would have taken more, but the next thing he knew, the house guards burst into the room, fully intent on seeing him out of the house after relieving him of those items. But Reladorn would not let them, and his skill enhanced by items he wore, he found himself evading their blows with newfound ease, his spells roaring out across the room with power and his movements swift and his blows lethal. So it was that Reladorn fled from house Anarelia, and though Ardania was outwardly outraged by his audacity she was inwardly pleased at his tenacity and to know that one of her progeny had enough courage to break off from the house, relying on his wits and skills, to master both sides of the spectrum to work towards the pinnacle of power here. She wondered if he would return, it would be perhaps for the betterment of the house to elevate him if he should achieve the status that she had set upon him. Aided by the armor and gauntlets, Reladorn achieved some status within the ranks of the Dark Paladins, and even in his magical pursuits he found they aided him, drawing power from their dark magic. It soon came to be known that here was one among the Dark Elves that belonged to no house, the chain mail and gauntlets that he wore grew to be known as the Chain mail and the Gauntlets of the Prodigal Son, for such as he came to be known. Even the mages he dueled against recognized in him the roots of his magical potential, and he became feared there, although in his progression his diversion was costly. He spent more time maintaining his rank rather than pursuing single minded one aspect, which would have brought him to ascendancy sooner. About this time Reladorn received news from his former Mistress Ardania, informing him to seek out one Elthorion Kinslayer, a Dark Elf renegade who had left the Underdark for the upper reaches some time ago and who was feared by many. He was said to have acquired powerful items, among them the Whip of Ternekus as well as some bracer's of considerable power. If Reladorn could acquire these from Elthorion, he would be welcomed back to his own house. Reladorn, hearing of this, strapped on his armor and gauntlets and left the Underdark to seek Elthorion out with a party of Dark Elf warriors. He reasoned that even if he could not trust Ardania fully, he could make use of such artifacts himself. So it was that upon the surface of the lands he sought his foe but to no avail. Finally he and his men attacked an encampment that was rumoured to be dear to Elthorion, challenging the Dark Paladin upon his honor as a Knight to defend his own name. Sure enough the mighty warrior emerged, ready to do battle and Reladorn would have been pleased to bring him down and try to beat him by sheer weight of numbers, but Elthorion challenged him to single combat. There in the ruins of market square about the town, they set their lances and faced each other on horseback in thunderous combat. Their lances shattered against their shields both were thrown off the beastly stallions. They drew their weapons, Elthorion's whip lashing out with furious speed against Reladorn's bow. Though Reladorn took the blow well enough, the edge stung his flesh between his armor. That mistake was enough for Reladorn; excruciating pain shot up his body as he tried to make battle against his foe. Thorns surrounded his foe in an instant and Reladorn, convulsing with pain, was hard pressed to withdraw his blow. The initial shock of defeat took Reladorn down, as Elthorion pressed in viciously, and while Reladorn was capable of fighting an intense duel, inane fear of the biting sting of the whip directed his energies wayward. He could not think clearly as he summoned up, not offensive magics, but defensive ones to try to do what he could to ward that seemingly pain-spawned weapon from his flesh. Reladorn was given very little time to learn from one of his few mistakes during his career as a warrior, and Elthorion pushed his advantage onward, finally breaking Reladorn down as his blow struck again, and again, before finally defeating him. Victorious and exuberant, Elthorion demanded Reladorn to relinquish his mail and gauntlets as the price of sparing his life. They were duly handed over to him in shame or malice. As he turned to leave, Reladorn struck out at him once more with his blade from behind. Elthorion wasn't completely unaware but such was his prowess and ferocity that the renegade Dark Elf was wounded seriously. Reladorn himself was not spared - unarmoured now and weak from loss of blood and his wounds, Reladorn was struck by the thorns upon Elthorion as he hurled himself forward, and one of the long ones pierced his face, impaling him a gruesome death beneath Elthorion. The dark elves, seeing their leader fall, left in haste, even as Elthorion shrugging off his body, turned to face them, whip at the ready, setting the chain mail and gauntlets upon his own self to face them menacingly. Since then, the Chain mail and Gauntlets of the Prodigal Son has remained in the hands of Elthorion, and have served him well and long down the years as he rose to become, not just feared below the ground, but a legend, far and wide, in the lands above.

Chaos Reigns

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
A seemingly simple black leather bridle with silver buckles that could be adjusted to fit horse, Jhore or Mephos.

Powers:
Livery of J'Kisteloer (2 slots, combat)
Though seeming little more than a mundane leather bridle, calling the Name of Chaos will summon around the Paladin's mount livery worthy of it. Segments of cold and twisted iron will seem to grow on the mount like a roaming cancer from which tattered black sheets will drape like solid shadow; the 'design' rather different each and every time it is used, but present in it is almost always an eerie iron grin or two.

Mechanics: If activated prior to a diced combat scenario, the effect is purely cosmetic. If a round is sacrificed during combat to activate this ability, it grants +4 defense to attacks made against the paladin's mount. While the paladin is mounted and fighting a grounded target, she will also be covered by this added defense, though dismounting at any point cancels the effect for the rider. This added defense will not be in affect against other mounted foes.

The Order of Chaos (1 slot)
A beast wearing the Chaos Reigns in battle needs no direct commands from its rider. In perfect synergy they surrender the foolish preconceptions of both fate and choice, and instead simply go where the chaos of combat takes them. The momentum, if not madness of this mindset is difficult to interrupt, making the Paladin's mount far less likely to spook or panic, even in the face of colossal predators or terrifying forces.

History:
When Helliss was ejected from the Grinning Brothers stripped of name and memory, it was known then she was unlikely to survive, let alone return. Costly a sacrifice as this was, the choice had not been theirs to make, The Trial a thing between the Girl and their Gods.

The Human had many 'choices', failure the most obvious; but of the three Deities the Grinning Brothers worshiped, The Trial would see only one taking hold in her Soul. For Helliss it was the call of Chaos that drew her most powerfully. J'Kisteloer, the Dreamer, who crept into her soul as she slept, seducing her with glimpses of her past and tormenting her with His idle whims. She still barely knows what to make of her Faith, the nature of Chaos allowing no ritual or rite, no written doctrine or story which stayed the same. She knows the Name of her strange dream-companion; playmate, teacher and tormentor all, and little else. For her, this is enough.

Deep in their Narcotic trances did the grand Shaman of J'Kisteloer learn of the young human's success in The Trial, and pleased that the Girl whom had studied and played in their prayer-immersed presence in her childhood had found her way to becoming an Enforcer of their Faith, they took to forging with the help of The Dreamer an item worthy of J'Kisteloers first Paladin.

Thus were the Chaos Reigns created, a once mundane bridle which the Shaman took with them into the plain of their Trance and the presence of their Lord. Though J'Kisteloer is bound in sleep and dream, the Shaman managed to carry a portion of his power back with them, using that very bridle as a vessel for it.

Circlet of Enhancement

Owned By: Sikyat Pallaton

Type of Item: Armor

Equipment Slots Used: 0

Description:
A circlet of mithril in a simple design.

Powers:
Warriors Grace: (1 Slot OOB)
this effect gives the wearer of the circlet the ability to heal themselves of minor to major wounds. It can only be used on themselves and is limited to use once a day. Heals a maximum of 15 lp and takes the equal amount of stamina to preform the healing. Can only be used on ones self does not work on others. Can not heal severed limbs or broken bones. (not to be used in combat)

Stolen Strength: (2 Slots Combat)
This effect allows the wearer of the circlet to steal strength from their opponent in battle by stealing stamina points each round; slowly draining their opponent and replacing their own reserve. Even the transfer of even 1 point of Stamina reinvigorates the wearer of the circlet completely, giving them the look of being well rested but does not refill their stamina more then one point. Once the spell is cast it stays in effect till the fight is finished

Mechanics:
This ability can only be used once per combat scene. A close magical attack determines the strength of the effect, and every time the wearer of the item is attacked by a close attack, either Physical or Magical, the attacker has to roll a Close Magical Defense against the effects strength. If they fail to defend, then the attacker loses stamina equal to a 1d10 roll. This ability will continue till a full 10 points of stamina have been drained from the attacker. Anything over the 10 points is lost. Once this ability has hit an attacker, the attacker can't regain stamina for three whole rounds. Should the attackers stamina fall to 0 then they pass out immediately. This effect lasts till end of combat or till it ends. If the wearer is already at full stamina then no drain will occur.

History:
William Hootkins was a powerful torian mage with a terrible reputation. His reputation wasn't one of evil deeds or a terrible temper...His reputation was of his love of sweets. The torian was large to say the least, fat-fatty-fat-fat-fat to say the most. The poor man had grown so large in fact, his wings could not carry him into the air any longer. He relied on his magic to keep him in the air, though he still flapped his wings to keep up appearances. Over time, the mage grew tired of the constant jeers and comments those around him made as to his size and he took it upon himself to create a magical item that would show those around him that even if he was a rotund, he was still a force to be reckoned with. The mage worked for months to enchant a mithril circlet with two spells he found invaluable. The first was that of Warrior's Grace which would give him the ability to heal himself, from minor to major wounds. The second spell was the most important and his revenge on those prissy little stork torians. It was Stolen Strength. With this spell, he could attempt to steal the strength of his adversaries! No longer would anyone dare to mock him with this powerful item! Long ago, William Hootkins perished and it was thought that his Circlet of Enhancement was lost to the ages.

Circlet of Ribobisefotu

Owned By: Devonix Relecon

Type of Item: Armor

Equipment Slots Used: 1

Description:
A circlet, made to sit upon the head of its bearer, engraved with flowing vines, and coloured various shades of green to match its uses and abilities.

Powers:
Green Fingers (1 slot OOB)
Bestowed by a great druid, Ribobisefotu, in the annuls of history, this circlet, allowed him to caress and draw forth various species of plantlife, and allowed him to direct that growing in various small ways.

Mech - user of this ability is able to prompt plantlife into growning and following basic orders as needed. Not usable in combat. OOC consent required if those orders involves another player. OOC Consent also required if ability is to be used upon anothe person's land or to affect their buildings. Not to be used in town. Maximum Diameter of 30ft for the ability

Wildlife Empathy (2 slots OOB)
Another ability that Ribobisefotu was rumoured to have, was the ability to talk to plants. Although it was more of an extraction of feelings than true communication, it was perceived as a miracle.

Mech - Allows the wielder and one other who is in direct physical contact to 'communicate' with plant life. The extent of this communication is limited to feelings, more than actual speech. Answers could be i.e. temperature, the emotion of nearby voices, or the intentions of anything within its immediate surroundings. A !clomagatk roll is used to determine how far into the past information can be derived from a plant; the limit is one week plus another week per 10 points rolled. The plant may only recall as far back as it has been alive. OOC consent is required from all players involved, if the ability is used to pass on information or the player concerned may be contacted and asked to pass on one singular piece of information regarding the situation.

History:
Ribobisefotu, a miracle worker, a druid and patron to the natural world. He dedicated his life to communicating with nature's creations - a figure that would crusade for what was, and to work against the mindless encrouchment of civilization upon such a sacred world. The story goes that Ribobisefotu could communicate with plants, could see what they saw, felt, gathering images from the past and present through his immense bond through the earth.

Crafted by the great druid Ribobisefotu, the circlet was an item that was rumored to keep the very nature of the Druid within it. Its artisanship displaying the intricate and detailed love of all things beneath Gaea's rule.

Clear Skies

Owned By: Paige_Rhaine

Type of Item: Device

Equipment Slots Used: 0

Description:
Mithril ring, unadorned apart from a small glass oval bead atop of it

Powers:
Stronger Disc (1 Slot)

This ability allows the enhancement of a single spell, specifically Floating Disc. It enhances that spell to allow the disc to carry extra weight, effectively allowing it to carry up to 3 times its normal allowance. Once the spell is being prepared to be cast, the bead is slid from the top of the ring, and tossed towards the floor where the disc will form, it expands to merge with the disc created, allowing it to carry more than it normally could do.

Mechanics:
With the expenditure of 3 extra stamina at the casting of the spell, this ability will allow a Floating Disc to carry up to 900 lbs of weight.

Breath of Air (2 Slots)
Crafted by a healer long ago, paid for in blood, sweat, tears and her own body in part to arrange for a mage to perform the required spells, this ability, literally allows for the wielder of this item to force their disc from the ground and grant it the ability to fly for a limited amount of time. This isn't a comfortable pair of wings, this is rough and ready travel, but when all else fails, one has to make do with what they have.

Mechanics:

Once floating disc has been cast, and the disc loaded, with the expenditure of 5 stamina, it can be gifted the ability to fly. There is no aid in restraining anyone on the disc, so care has to be taken to avoid someone falling off of the disc during its flight.

The Speed Rating Points (SRP) detailed below are an aid to compare relatives speeds between various game elements and is not an absolute measure or figure. The comparisons are as follows :

Non-flying races (Elves, Dwarves, Trolls, etc) using ~Fly~ spell: 1 SRP
Air Mages: 3 SRP
Flying races (Torians, Chirots, etc): 5 SRP
Breath Of Air: 4 SRP.

The speed of the disc prohibits any type of attack from its riders while in motion. In the case that the rider does get hit while riding, the rider will crash to the ground if defence is failed by more than 5 points. For height of 10 feet, rounded up, that the rider was flying before the crash, 1d6 points of extra damage will be done due to the impact of the crash. This damage from the crash applies to everyone on the carpet. Eg. 18 feet high before the crash will result in 2d6 extra damage for impact, 26 feet would be 3d6, and so on. Note that while engaged in combat, the owner of the disc may not get onto the disc. The disc can only take up to 3 people on it, inclusive of the owner, though the owner can remain on the ground and have the disc fly its passengers skyward. OOC consent must be given in order to make the disc "drop" passengers, or to push passengers out of the sky from a great height, as these are likely fatal. Not useable in combat.

History:
The item was actually created as a weapon of war used to drop off scouting parties or in surprise attacks. It was soon rendered obsolete when the opposition got wise to it. It began transition to a healer's tool when it was used to ferry injured back to the healers. Eventually it was lost in the war it was created for and later turned up in a small village, used by an old healer. After assisting in the healing of the village after an attack and the old healer died from overextending herself, it passed to Paige.

Cloak of the Vekra’Tranoth

Owned By: Kydo Evans

Type of Item: Device

Equipment Slots Used: 0

Description:
The cloak appears to be just short of being truly black. Close inspection leaves it to some shade of grey that appears water stained. Otherwise almost unidentifiable the cloak bears the mark of a torian clan inside. Only a handful of such cloaks exist and most don’t truly even know what they have in their hands.

The cloak however seemed to act much like a chameleon, shifting colors and tone to blend with the surroundings, however they were far more powerful... even taking on the appearance of moss or grass when one stood close to such. These cloaks however had a much different purpose than just to hide those that wore them. Each of the fifteen ever created were gifted to skilled Mist Raiders, allowing them to almost completely vanish into their surroundings. Further those who were taught to use them found that such items had many other secrets hidden within the lines of magic that constantly shifted and changed their appearances.

Powers:
Mystical Fog (1 Slot OOB):

Shot towards the ground, it creates a luminescent fog that floats upwards, nearly solid, it is imbued with light attracting crystals, creating a mystically lit fog that hovers for a few minutes around the targeted area, either for an affect of beauty, or to awe briefly until the Mist Raider can flee. The fog appears almost instantly and covers an area of roughly up-to 20ft in radius, building slowly to cover that area, before slowly dissipating after wards, and can be placed wherever the caster wishes, as long as they are within the hidden area. The power was only to be used for escape purpose, and so after being used, any offence action by the wielder of this ability breaks up the fog instantly and they lose all benefit of it.

Mechs: With a moment of concentration to bring this ability into life, it springs up as a luminescent fog, almost solid looking in appearance. The fog starts as a small area of about 5 ft in radius and 2 ft high in the first round, second round it is about 5ft high and 10 ft in radius, and at the end of round 3 its 20ft in radius and 12 ft high, it remains during fourth round, and then slowly starts to fade away till the end of the 7th round where it disappears.


Chameleon: (2 slots combat)
One used to fading into the background has learned the value of stealth. Not only can they blend into their surroundings, but they have garnered the ability to evade even the most observant eye. To become so much a part of the environs, that even those gazes that search out their presence feel the need to overlook them. The eyes sliding from their form as though it were never there.


Mechs: Taking a moment to concentrate and slide into the background of the world. Seemingly becoming invisible and convincing eyes to slip over them. If used prior to combat, it allows the wielder of the ability to chose one of the following options - A) Allows them to escape from combat without fail, or B) Allows them to win init for the first round only (!init is still rolled, but only comes into effect from the second round of combat onwards). Once combat has started, then the effect fades during the first round of combat, so there is no bonus after that first attack has occurred.

History:
In times past, the torian were not so divided as they are now. Originally only twelve clans claimed the skies and high peaks that allowed them to look down upon the rest of the world. For a long time the torian arrogance kept them separated from the world, but after a while their numbers grew and they were forced to descend from the heavens and scour the surface of the planet for more suitable places to make into homes. This move alone accounted for the torian adaption to a nomadic culture.

The torian race had many things that they required key to their settlements, the main one that interested them above all was seclusion. Their arrogance still weighed heavy upon their choices. When they had become bored with their surroundings often their wanderlust ensued and entire villages would just vanish over the horizon, and occasionally the same would happen as other races began to encroach upon their land. War came to the tribes only as a final and absolute result when their few great cities were threatened.

There was one war however that took them all by surprise. The chirot came up against the torian. Their goddess had been betrayed by her brother and the chirot believed the torian his creation and so made war upon the torian. The fires of hate were stirred and the battles never ceased. Both sides massacred the other on several different occasions. There was little mercy on either side and battles only grew more and more bloody. It was not long before the torian clans merged to do battle against a common enemy.

Throughout the warfare one of the torian clans was completely annihilated when they were ambushed near the forest Sieleth. It was there that the largest battle in the war would ensue. When the torian learned of one of their own clans being wiped out they responded in force. Four clans showed for combat with the chirot army that remained in position there. Among these four clans were the Vekra’tranoth.

The Vekra’tranoth was one clan slightly eschewed from the rest of the torian race. The Vekra’tranoth were odd in many ways, however the main one was the clan was made up almost entirely of dark-winged torian. It was a trait that ran in their blood, a recessive gene that seemed to dominate the clan, this alone set them apart from the rest of the light-winged clans. The other difference was the deviance of the clan away from the usual practices of magic that permeated the rest of their kind.



When the Vekra’tranoth had taken flight on their wanderlust they met a strange older man. In time they grew to trust him and eventually learned new ways to manipulate magic through his own magics. They were taught how to twist magic in ways that muffled their steps and curtained their movements. Further they were taught to shroud themselves from sight in ways that allowed them to sneak around far easier than any other of their kind.

When the battle took place at the forest only three of the torian clans were present for the battle in the sky above the forest. The clan that was not present was the Vekra’tranoth. The army of chirot fought the torian clans over the forest for several days. Magic sundered the sky and both chirot and torian blood fed the soil, before all things were finished the treetops were littered with bodies of both sides. Before things were done another of the torian clans had fallen to the chirot blades and the Vekra’tranoth were still unaccounted for.

The battle ended not because either side had won in combat, but because neither side could continue the battle. Shortly thereafter the Vekra’tranoth were cast out as deserters and thusly all dark wings quickly gained the same stigmata. Over the ages this banishment turned into stories of what truly happened… and eventually it became the curse that exists today.

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The truth of the Vekra’tranoth however is something entirely different. They used what they were taught and had slipped into the forest cover. The chirot could not out maneuver the torian in the air and had set up weapons under cover of the trees. The Vekra’tranoth used their talents to battle undercover of magic and treetops and the single clan became trapped in the forest, fighting ten times their own numbers to keep the rest of their kin safe. When all things were said and done more than three quarters of the clan had been slain in the forest and many more would pass on from wounds unable to be healed before it was far to late.

It was then that the man who had befriended them appeared to the dead and to the dying. He wasn’t the same as he had been though when he had taught them. No, now he laughed with a bittersweet victory… it was no longer the man… no it was not even a mortal. The Vekra’tranoth had been deceived and played into the very game set for them. They had played into a victory that could not be undone as the only ones who knew had passed away. The man who had taught them, who had deceived them was not a man at all… it was Kiroaja.

The exiled god and brother to the chirot goddess had taught them. He had planned their abilities to do all he could to set them up against his sister as best as he could. The end result was a force of torian that wiped out far more than of the enemy than they should have ever seen. This battle however, and the appearance of Kiroaja himself did only one thing, it reinforced the chirot’s belief that the torian were spawn of their exiled god. And thus it doomed both the Vekra’tranoth to banishment and hate as well as the whole of the torian race to everlasting war with the chirot.

It was after this very event that Calden Veth and many others joined together to create the first of the cloaks. Within the clan symbols were etched, a new rune that combined the old symbol of the clan with the symbol of banishment to signify what they had become. In the end only the oldest of those that witnessed the events were gifted with these cloaks before they vanished into the winds. Now one of them seems to appear every now and again, almost always landing in the hands of a dark winged torian who carries on the tradition of slipping silently through the wood and the mist.

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Only a few even know the truth of the matter any longer, the records of the Vekra’tranoth have been destroyed or erased. The elders that even know what happened, and even then they don’t know the truth of what happened with the Vekra’tranoth. The only true records that remain are wit the spirits that still haunt the forest that their lives were lost within.

Cloak of the Whirlwind

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
Description:

The cloak is a blue color near matching the sky on a clear day, trimmed in white. The Clap is platinum, in the shape of the sun, on a bright day.

Powers:
Flight:

This ability grants the bearer a permanent flight spell, so that the wearer has no need to incant heavily or to waste stamina when taking to the sky itself.

Serath’s Will:

The original maker of the cloak worked hard to perfect his aeromancer skills. In doing so, he empowered an enchantment of flight upon this item. This ability allows the wielder to fly, at any time; even during stressful situations and combat. Just like a natural born flier however; the stamina cost for flight during combat equals +1 to the normal stamina drain of any action.

History:
The cloak started out as most things do, it was a simple cloak made by the lover of Serath. She took weeks to make the cloak upon her own loom. She paid special attention to every detail as in her mind it was something that needed to be perfect. Upon completion she as most artists do put her initials upon the right hem edge of the cloak. A simple S is the only letter that was placed upon it. The cloak was then given to Serath, it was cherished by him with ease. Though over time the cloak tattered, Seraths lover did what she could to fix the cloak so that it was in near perfect condition all the time. During Serath's many exploits he started placing enchantments upon the cloak. The first was something that would aid him greatly. The fly spell, so he would not need to drain himself or bother with taking the time to cast the spell or others similar every time he was in need of being closer to the sky. And being a Aeromancer that was his calling, near being his second love. Time passed and the enchantment that was placed upon it was grand. Though the Aeromancer seemed to find himself in battle and the strain of keeping up with winged ones was always there. Still the Aeromancer studied more to find out a solution to such, and there he placed the second enchantment upon it. Giving him aid to fight at though the winds and the air were truly natural to him.

After the death of his love, Serath had given up and secluded himself to an island. Giving away all things that would remind him of his woman. The cloak was traded away, seemingly just a simple cloak. It passed from person to person over the years. Some had learned of one of the two things that it could do. And that increased the value of the cloak. But time went by and things were forgotten and once again the cloak became something simple for a person to wear. Bought and sold upon a whim, but always the Aeromancer knew where the cloak was. As he had put his heart and soul into what he cherished.

Cloak of the Wolfslayer

Owned By: Caname

Type of Item: Device

Equipment Slots Used: 0

Description:
Item base: Clothing
A great snow-white fur cloak, made from the hide of an immense arctic wolf. Frost can be seen clinging to the tips of the fur.

Powers:
Spirit of the Frozen North (1 Slot - OOB)- The air around the wearer is always one temperature. Cold. Even in the hottest summer days frost hangs around the wearer and on their breath. Those who are acclimated to such cold temperatures are not bothered by this effect and will always find themselves comfortably cool in the warmest of summers or the iciest of winters. This ability does not grant any protection against ice or fire damage, just ambient temperature.

Strength of the Wolf (2 Slots - Combat) - Wolves are swift and powerful, able to cross long distances in even the roughest of terrain with ease and capturing one can be a troublesome affair as this strength can be used to twist, pull and even bite to break out of bondage. While the wearer of the cloak may not be able to call upon the full force of this strength all of the time, they feel little impact from weight of armour and equipment and are not slowed by rough terrain. In times of need the wearer can focus their strength into a burst power to try and break free of bondage much like the wolf.

Mechs: The wearer is unencumbered by armor or rough/difficult terrain, this effect carries on into combat. Immobilizing spells and bindings still prevent movement normally. Once per combat/scene the wearer can focus their strength and attempt to break free from any forms of bondage be it rope, arcane shackles or anything in between. A wearer's STR vs opponent's INT roll, decides if the wearer is able to break the bindings, if the wearer loses the roll they are captured.

History:
In the extreme north, further north then even the reach of The Northern Clans thrives a small group of assorted tribes. The strongest and proudest of which is the Wulfkind, talented hunters and mighty warriors that have the will and strength to thrive even in a land where mountains pierce the skies and the land never fully thaws. It is they who protect the other tribes from The Northern Clans, the two having been at war for as long as any can remember over the Clan's worship of the wolf.

In the time of your elder's elder a group of Wulfkind hunters came across several Clan shamans and warriors deep into a long ritual. The hunters attacked, slaying most of the warriors and their shaman wards before they had a chance to react, but not before the ritual could be partially completed and an immense arctic wolf, many times larger then even most men, came into being. The fierce beast slew many of the hunters until Gerdur Ruriksdottr, a young huntress out on her first ever hunt, struck the beast mortally with naught but a dagger.

The beast slain, the surviving Clan warriors were sent back to tell the others of their failure and loss. Whenever the two fought from there on, the now renamed Gerdur Wolfslayer led the warriors in a mighty cloak made from the wolf she had slain as a symbol of her and her tribe's might over The Northern Clans. When she became unable to continue the fight she passed the cloak on to the greatest warrior the Wulfkind had to offer, and from them to the greatest hunter. A mark of pride and strength that continued to be passed on throughout the years.

Codpiece of Blessing

Owned By: Marot

Type of Item: Armor

Equipment Slots Used: 0

Description:
Codpiece


Powers:
Back at you: Like a reflection spell, should a strike land upon this codpiece, and it alone, the pain that would be given to the bearer, is gifted to the one who landed the blow. However, the damage itself, is taken by the one who 'wears' the codpiece. Blessing in that the pain of such a injury to the jewels, isn't felt, but is given to the one who made such a low blow. Regular to hit's apply, the pain landing on the person who struck the codpiece is of course an RP effect.

Liquid Molding: The codpiece is able to move like liquid, should the wearer want to slide it off, to access those delicate bites encased within. Merely a murmur of words, and the metal slides within itself, and with the same murmur of words, will close back like the hardened protective cover it is.

History:
The codpiece was created long ago by a Warrior's lover. Once to many times the codpiece saved the wedding tackle, to many nights the Warrior's Mage of a Lover had been denied her rights to take pleasure with her mate, therefore magic was called into play. Creating such to allow her the carnal pleasure of her lover, even after the worst of wars, she found this more then suiting to her, and after the Warriors death it was lost to history until the time it surfaced within the outer lands of the Empire.

Collar of Kal`Vilara

Owned By: Annwyn

Type of Item: Device

Equipment Slots Used: 0

Description:
Lace Choker, set with a ruby

Powers:
Burning Hunger (1 Slot OOB): A side-effect of the choker’s power, it creates within the wearer a hunger…a desire for pleasure that sometimes flares up like an inferno, as unpredictable as the Pyromancer’s legendary temper. All other times it remains, smoldering beneath the surface…always effecting the wearer in some way, though still manageable. It also makes it easier for the fires of that lust to be stoked, the choker’s wearer always slightly aroused. This effect cannot be transferred via touch, it is just something always active upon the wearer...a remnant of the creator's intent that this item be a gift for his favored pet.

Garb of the Djinn (1 Slot OOB): One of the choker’s innate powers, this allows the wearer to conjure a sort of mystical flame that, while it gives off a heat, doesn’t actually burn anything. This fire can be used to wreath the wearer’s body, often flickering to show the state of the wearer’s mood, or it can be formed into a thin, a shifting, reddish-orange diaphanous cloth. This state is limited however, in that it provides absolutely no protection against weaponry, much like silk, and that it can be only formed into skimpy, rather revealing garments. More substantial things, like footwear, cannot be formed by this ability. (For example, the most substantial outfits that could be formed by the item would be a sheer harem-girl outfit, or a loincloth-like skirt and skimpy top.) In battle this ability has no effect, and if struck the clothing will vanish in a burst of heatless fire, doing no damage...unable to be conjured again until after the battle is over. Again, this has absolutely no effect in battle, and is simply a cosmetic ability.

Darkling’s Taint (1 Slot OOB): The last of the powers of the choker, this grants the wearer the form of a moriel (though, some might think of this as a curse). Though the change is mainly cosmetic, it imparts on the wearer some of the lifespan common to all elves, as well as significantly improved eyesight, enough to even see in the dark (though this would have no effect on combat, as it is purely for RP purposes.)

History:
Created by a powerful spell caster, a mage in the Gloom with a fetish for fire and darkness, it was originally a simple choker gifted to his favored slave, a moriel pyromancer. Over time, he added things to it...the burning hunger to match her temper, the clothing/aura of flame...it wasn't until after her untimely death that he added the last power...gifting it to his most favored slaves so that they would reach that which he saw as perfection. Upon the mage's death, the choker was lost...and largely forgotten.

Corruptions Kiss

Owned By: Infernis

Type of Item: Device

Equipment Slots Used: 0

Description:
A small black stone on a simple silver chain, it looks almost like a river polished bit of obsidian glass, with a crack deep in the center that has a dark red coloration.

Powers:
Addiction - OOB (2 Slots)

After the first sampling of a lady's charms, this item allows the bearer to install in their companion an addiction of sorts. Slowly building from the time the first meeting has finished, creating deeper and deeper want and need to meet the bearer again and experience that binding of bodies again.

At first it is simply brief thoughts and images occurring at random throughout the day, but as each day passes the images and thoughts become thicker and more life like, till at last they seem to see that person wherever they turn, beckoning the victim to them.

Mechs:
After the first meeting, brief thoughts and images appear at random in the persons mind, slowly these build and build, becoming more life like as time goes by, till all they can think about is that one person. This last for 7 days or until the bearer of this item is met and explored once more to sate the desires. If the time limit has been reached the for the following two days the images and thoughts will still be in mind, but can be avoided and after 9 days in total the thoughts and desires fade totally. OOB Only. OOC Consent required for use of this ability.

History:
The necklace called Corruption's Kiss was created, unsurprisingly, in the depths of the Nethergloom centuries ago in a now-fallen Moriel city that had succumbed to Drider attacks.

It was crafted by an ambitious Moriel male, a Master wizard whose name is lost to history, that had lusted for more, as is typical of his race. He was not satisfied with being amongst the greatest of his gender, but wanted 'more'. He crafted the necklace to give him an edge, slithering into more influence by way of the Matrons' bedrooms and dungeons. Anytime he was capable of bedding one of them, he could, and did, implant an urge into them. An itch, a magical 'addiction' that he alone could scratch.

In the end, it got him abducted, tortured and then killed, and for nothing, for he never revealed the unique magics that he used to craft the necklace. In the end, the necklace was locked away for future study, but was looted when the city fell to the Drider savages that assailed it.

The Mage's final trick was in the necklace's crafting, for the magic does not lie in the stone, but in the silver chain itself.

Cuff of Submission

Owned By: Twerlinger

Type of Item: Device

Equipment Slots Used: 0

Description:
Metal cuff with five metal chains leading down each finger to a small metal tip that sits over each finger tip

Powers:
Static (1 Slot)

This item is able to generate an amount of static electricity, and with a little bit of focus from its owner, it is able to channel that force down the links and to the fingertips, or through any conductive item the owner might be holding at the time. The intensity of the static is also at the owners control, ranging from a simple tickling sensation, right up to major pain, although no damage is dealt, the victim might feel sore for a couple of hours after being subjected to this ability.

Mech - Static deals no damage, but might cause some pain from its contact with skin, is able to travel through conductive materials, which might include armour, but it unusable during combat.
Close magickal attack required for it to be successful.

Sex Toy (1 Slot)
With but a thought and a gesture, the wielder of this item can bring forth a toy of desired shape and dimension to fill his every whim until banished.

Mech - Toy last until end of scene and then dissappear. OOC Consent needed for use of this ability, not usable during combat.

Divine Ecstasy (1 Slot)

An advanced version of the commonly known Sweet Bliss incantation, this spell's power over the victim's libido and senses is renown and feared by more than a few. By means of this incantation, the wielder of this item is able take control over the victim's senses, allowing them to stroke the victim to the level of mind-breaking pleasures with a few words and a touch.

Mech - Touch is required for use. Close Magickal roll required for it to be successful. Not usable in combat

History:
Crafted for a slave trainer in the mists of the past, with the ability to delight or torment those that they were training in the art of being a slave, able to use the items abilities to gift almost unbelievable pleasure, or to be able to cause almost unvelievable pain, depending upon the punishment required or whim of the trainer.

Created by a trio of professionals, a seductress, an air mage and a priest, the three of them drawn together by debts, and blackmailed into crafting this item against their will, each of them regretting their weakness as the cuff was turned agaisnt them and each of them subjected to their creation till they broke and were enslaved by the owner of the item.

The years passed and the cuff was passed down through a line of slavers, some who used it fully, and others who didn't realise the power it possessed, and just put it aside as something pretty to look at, but the one constant thing in its existence, was that it was always owned by someone connected to the slave trade, as if it was linked to that facet of existence and couldn't exist away from it, even when it was stolen by enterprising thieves, or slaves who were fleeing for their lives from a cruel owner, it made its way back into the hands of a slaver within a short while, almost as if the fate of the thief changed to reunite the item with its desired possessors.

Dagger of Fear

Owned By: Istoaj

Type of Item: Weapon

Equipment Slots Used: 0

Description:
Item Base: Dagger
Class Requirement: Thief
Level Requirement: 20

Powers:
Invoke Fear:
By looking at someone, then looking into the blade of the dagger, the holder can see someone's worst sexual fear, in a scene played out before them.

Mechanics: Costs 3 STA to activate, and can only target one person, once a day. If it is resisted, a standard ranmagatk vs. ranmagdef roll is required, with success revealing it to the holder. This scene is retained in the wielders mind for up to an hour, before it is lost. Not usable in combat

Pass Fear:
With a successful Invoke Fear, the holder can see the worst fear of his target. With this, the holder can pass the fear to the target, and make it appear into their mind.

Mechanics: After a successful Invoke fear the holder can transfer the thought they just received through 'Invoke Fear' to the person they took it from. Works exactly like 'Sex Thought'. If this ability is used with 2 minute (4 posts) of a successful Invoke Fear, then there is no resist roll required, otherwise a successful ranmagatk vs ranmagdef roll is required for use of this ability. Not usable in combat.

History:
The Dagger of Fear was created in a deep mine, hidden away from prying eyes. A dark elven mage worked to create the dagger, using their own life blood to infuse it with magic. As the mage, who was trying to infuse it with the ability to see into the mind of his intended target, began to finish the enchanting, a prankster jumped up, and caused the mage to jump in fright. The magic was such that it began to weave around the dagger, and when completed, it began to glow, and the spell was complete. The magician cursed and swore in several languages, and threw the knife out, finding not to be suitable for the mage's uses. The prankster found it several days later, in the refuse pile, being prepared to melt into something else, and the magic lost. The prankster took it for his own, and began to work to find it's secrets.

The prankster would work diligently on the mistake, trying to figure out just what it could do. In the coming months and years, the prankster began to bring to life the full potential of the weapon. He learned how to make the magic work, and began to become a nuisance to the clan. When the man attacked the matriarch of the clan, the final straw was broken, and the prankster was put to death. However, before his final demise, the prankster buried the dagger inside a box, deep in the mithril mines. He was dragged kicking and screaming to his death. Shortly thereafter, the fears of the entire clan was brought to life, as an invading dwarven clan attacked and slaughtered all but a few dark elves, making them into work slaves in the most dangerous parts of the mines.

Decades later, one such slave, named Istoaj, found the dagger after a hard day of working, and smartly hid it in the refuse pile, near where the slaves were forced to sleep. When the time was right, the dark elf attacked, not knowing the strength of the weapon he had found, killing all those who got in his way. He made his way out of the mines after several bloody and violent battles, and began to make his life anew..

Darkness Embrace

Owned By: Aeria Nighthawk

Type of Item: Device

Equipment Slots Used: 0

Description:
Type of Item: Cuff Earring

The earring at first glance the item looks to be rather mundane. The metal looks akin to silver, the shape is quite basic and the only decoration to it are some black runes upon its surface. But at closer inspection you'll find that those runes are not etched into the metal but part of it, no tool marks ever adding them to the earring. They also have a tendency to waver and shift slowly across the surface of the ring, much like shadows in flickering light.

Powers:
The Gift of Darkness: (2 slots Combat)
There are those who take the lit world for granted, who have never been in a place where they couldn't rely on their eyes due to the extreme and stifling presence of darkness. This item can force such an experience unto a person. If the user can make physical contact with their opponent the ring's magics will rip off a segment of their user's shadow and bind it over their adversaries eyes, leaving them entirely blind.

Mechanics: The user rolls a !clophyatk without any attack modifiers against a !clophydef, but armor is not counted for defense, only magical shields and enchants. Should the attack land the opponent becomes blind and suffers -30% to all attack and defense rolls for the following 1d5 turns. This attack must be announced before the roll and costs an immediate 6 stamina to use (in addition to the 2 used for clophyatk). Sadly because it is a 'gift' it may only be used once on any person per day successfully and may only be attempted twice.

Pierce the Gloom: (1 slot OOB)
The wearer of this earring can see in virtually any environment unless their eyes are physically covered or they are magically blinded. In low light places, such as moonless nights, they can see just as well as if the sun was bright overhead. In no-light places like caves they can see general shapes and movement very well, but nothing detailed. Not usable in Battle.

History:
The Darkness Embrace was crafted in absolute secrecy by a slave within the caverns the Moriel call home. He had been captured in a surface raid by the dark skinned elves and dragged to their perpetually dark underworld. Unable to see past the few lit areas of their subterranean city and surrounded by the sadistic race nearly at all times, escape was deemed impossible. For years he toiled under their rule, but talent with metals a a seemingly weak grasp of magic soon had him working the forges, making daggers, knives and other assorted blades for the violence prone overseers. But he had a secret. While his grasp of external, combat oriented, magic was nothing impressive, his skill with enchanting was. He purposefully masked this ability, for the obvious fear of being seen as a potential threat by his captors. He also had one more rare attribute, he was one of those who didn't break. He watched his fellow captives slowly lose their desire to see the surface again, fall into the drudgery of slavehood. But he refused to, at least internally. To fashion his escape he knew he needed two things. An ability to see in the lightless underworld and some way to blind anyone who may chase after him. Every time he made a blade he slivered off a bit of metal, melting the slivers together when he had a chance to fashion very small earrings. Then he practiced and enchanted. Years past but finally he found the right mix of magic, metal alloy and runes. The finished piece allowed him to see even without any light at all and with a touch he could render anyone, even the Moriel, temporarily blind. He made his escape and to this day is one of the few who could claim to have escaped Moriel servitude. When he died he left the earring to a friend, who proceeded to lose it in a gambling match. Since then the story surrounding its creation and origin has fallen to its current sorry state and it has changed hands so many times no one really knows who currently posses the uniquely crafted earring.

Death's Enemy the Healing Star

Owned By: Naidra

Type of Item: Device

Equipment Slots Used: 0

Description:
On a mithril chain hangs a mithril pendent in the shape of a delicate woman's hand. in the center of that hand is a sunstone carved to look like a sunburst to symbolize the healing hand aglow with magic.

Powers:
Linking the Bodies (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but once they have prepared the dead body for the resurrection they can then infuse both themselves and the dead body with a link, enabling them to continue the resurrection using their own body and soul as the anchor to which they will bind all else in order to make the ritual a success.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the resurrector’s full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim's life to them before they can fully become alive once more.

History:
Not long after Naidra took over as management of the Healer House she recieved a package. Inside was a small box containing a mithril chain with the pendant hanging from it. She searched the box and found a note. The note simply said that she had proven she had the skills required to preform a healers resurrection and that this pendent was a gift from the Empire. The note also explained that the pendent had been enchanted to hold the spells required to preform the healers resurrection. She smiled as she placed the pendant on her neck thankful for the gift and ready to put it to use in service of the Empire.

Death's Hand

Owned By: Voknali

Type of Item: Weapon

Equipment Slots Used: 0

Description:
The handle is 6 feet in length, about two inches in diameter, crafted from the femur of an elder frost/ice dragon. Along the handle are necromantic runes, seeping shadows to enshroud the entire handle, as well as his hands, when he's holding it. The blade is made of mithril, held snug within the handle, it curves in a half-crescent shape from the base and exudes a perpetual mist.

Powers:
Embrace of the Fallen (2 points):

A perpetual, frosted mist will roll in undulating waves from the bladed weapon, dissipating into the air, causing a faint chill to permeate the area directly around the wielder. From the handle of the Scythe shadows will taint and mingle with the mist of the blade – rolling, curling, and vicarious in its direction, shrouding the length of the handle in a subtle over spill of black. When grasped by the owner, these shadows will seem to cling to the outside garments of the Necromancer, himself, rolling like liquid flames of icy nature; they can be subtle in their appearance, or cover the owner in a conflagration of angry aura, depending upon the mood. It is only usable when in contact of the owner himself. Upon command the area round the Wielder, 30 ft radius, will be submerged in complete darkness. At the end of the summoning round; the darkness will disperse and the wielder will have a random amount of mirror images, given substance by those that died to create Death's Hand. Thus making it hard to discern which one is the real person.

MECHANICS:(Functions like Mirror Image) Limited to the above situations. The caster summons five mirror images. The images react in exactly the same fashion as the caster, just in another section of the room. Utilizing a form of Dimension Door, the spell also deposits the caster in a random location in the same room as his “Images” as they come into being. Only by attacking the images are they dispelled. Each time the caster is attacked, the attacker rolls a dice with the same number sides as Mirror Images+caster...Thus, if the caster has five MIs, then the attacker rolls a d6. On a roll of 1, the attacker has located the real caster and the rest of the images vanish instantly. If he doesn't roll a one, then one MI is dispelled and the caster is still hidden. Note: In the situation where a AoE attack is used against the Necromancer, and lands, all images are dispelled. This is usable for up to three times a week.

Icy Kiss (1 point):

Like the spell Icy Touch, the blade emanates an icy aura, and when touched to surface or skin, the mists will converge, and leave in its wake a thin layer of frost. Not enough to cause damage, but enough to crystallize and freeze before slowly melting there after. Not usable in Combat.

History:
The creation of Death's Hand, like most things steeped in necromancy, involved a creatures death. This would not be as simple as a mortal or some simple minded creature though. No, this was the death of something greater, a shaper of the world and destiny. The birth of this horrible weapon came from the death of one of the dragons in Belariath.

A group of like minded individuals had decided that they wished to show the world that they were powerful, to show the world that they couldn't be stopped by anything short of the gods themselves. They set out to find one of these 'mystical' dragons that the Drak Sen said created them, that lore and mythos claimed intelligent and benign, helpers of the mortal races and of the gods. They searched and scoured for any bit of information, but ultimately found nothing of worth that could lead them to the den of a draconic one, till a priestess of Kirva stumbled upon a hermit in the mountains, one steeped in death and decay.

A powerful being in his own right, there was no wonder why he stayed alone, as far from civilization as possible. The aura around this practitioner of necromancy was too far gone. No life came anywhere near where he dwelled, the corpses of critter and sentient alike littered the rocks and land, save for the carrion birds and vermin feeding. Several times she found herself fleeing before even getting close enough, but once, which is all she needed; she steeled her nerves and stepped within to seek the necromancer’s council.

The necrotic one asked for no price for his information and quite freely he handed over a map to the Moriel woman. Quickly, returning to her peers, they never questioned where she got it from, too much excitement building at the prospect of actually finding one of the dragons and slaying him or her for fame and fortune; fool’s, all of them.

Past the Goblin Marshes and into the deep wilderness, they traveled for days and days, quite unaware that from above, a pair of beady black eyes watched on wings of black leather, a bat-like creature, decrepit with decay, the foul necromancers familiar. They followed the map through sun, rain and fog, till at long last they fell upon the den of this supposed dragon, one of the dark elders, with scales as black as night itself.

They were blind to the true threat. As these five delved into the darkness, the necromancer, a human with no true amount of speed with a shuffling gait, slipped within view of the cavern, leaning upon a rather large scythe as if it were a walking stick. The battle raged on for several days and several nights, with cries, shouts, roars and bellows issued from the carved hole in the earth, the necromancer unmoving from his vantage point outside. But alas, those five did not succeed. The earth rumbled and shook, a massive roar ripping forth from the dragon as it made its way out, orbs of molten shadow falling upon the necromancer.

The dragon was wounded; scales missing here and there, blood flowing freely from rent flesh and muscle, an eye had been taken out, a lance sticking out of its side near the left wing. The beast was infuriated, raging and this human before him only laughed, mocking the great dragon. Snarling, it charged, closing the gap rather swiftly, at least till his body shuddered and hit the earth, not ten feet from the necromancer. Upon the ground there was laid a trap, an etching in the earth. Tendrils of shadows erupted from the runes, wrapping around the wounded elder, striking at body and sinking within the wounds.

Words issued from the necromancers lips, darkness gathering above in the shape of a looming cloud, calling about such debase powers to aid in the destruction of the draconic elder. The humans form moved quickly, despite its appearance and age, scythe held high to strike the final blow. That scythe came down, the cloud struck downwards, infusing the blade with a primal darkness, ripping past scale, flesh and bone to sink into the head of the elder. Ritual completed, the life energies of the five 'sacrificed' within the cavern erupted from the ground, also infusing the scythe, powering the fell spell and speeding it to its conclusion.

This is Death's Hand. A massive explosion rocked the site of the ritual, the necromancer adding to the creation of this dread weapon made of obsidian gem and bone, leaving the scythe to the lexicon of time.

Dragonesian Heart

Owned By: Tamryn Kathahles

Type of Item: Device

Equipment Slots Used: 0

Description:
Description:

The Heart of Dragonesis is a many faceted gem. It is dull dark red, almost black, like congealed and hardened blood, long deprived of oxygen. The gem was designed to be locked into a special blade, with its companion gem. It currently glows dark black, radiating its malice and corruption to any who approach. The glow gets larger or smaller depending on if the gem is locked inside the blade or not. And the aura will seem to reflect its dark master's mood. The glow will leave a slight visible trail as it moves through the air.

Powers:
Strands of the Corrupt:

Using this ability allows the owner to summon up strands of pure corruption that bond around a victim's flesh, giving them a solid form to be used to ensnare his opponent.

Mech:
This ability allows the Owner of the stone to summon up to seven magical cuffs to strike out and ensnare his target. A !ranmagatk +10 vs. a !ranmagdef .If the attack is successful the cuff will slide around the appendage targeted by the Owner locking into place solidly in mid air. Only one such cuff attack may be made per round. The cuff then is unmovable by all save the Owner. Once all the cuffs are in place the Owner may direct them as he chooses, manipulating the person's bound form, but the spell since bonded to the persons flesh will not allow them to be tugged beyond the natural reach of the limbs. The cuffs will stay in existence as long as the Owner is present, diminishing over a period of one round per cuff after he is gone. (This spell is not damaging just binding. The neck may never be targeted to try and hang the target.)



Aura of Corruption:

The Dark heart Stone produces an aura around it, tainted corruption that oozes out like some cloud of loathing and misery, reflecting the corrupt essence of necromancer's soul. It tempts those around to behave in ways very much unlike their normal self, taking from them their line of morality and lowering inhibitions. Oft times with extended exposure it will increase carnal and aggressive instinct in those around, or more hedonistic ones if they are inherently passive. Appearing like some dark glow, that feeds upon the fear and corruption of that around it, fueling the stone's other 'powers'.


Mechanics:
The Dark Heart Stone with OOC consent can affect those around moods, slight altering to accept things that perhaps before they would find morally repulsive, giving a bit of darkness into their play. It only works with OOC consent, and it is left to the player the degree they are affected by it and how long lasting the taint is once the Stone is removed from the scene. Actions committed seem like they were something the PC wanted. The Owner of the Dark Heart Stone exudes that taint, much like a necromancer's stench. While able to be felt in combat it will have no combat affect.

History:
A long time ago, in the ancient Kingdom of Dragonesia, there lived a powerful council of mages that controlled the lands through their magical arts and their bonds to mystical dragons, not the dreams of the elders but a relative of those majestic creatures. Creatures believed to have lost the ability to slip into just dreams. They sacrificed near godhood to bond with these mortals and as such a lesser type of dragon. Dragonesia reached its Golden Age, under the rule of three siblings, An elder Mage-Lord and his two brothers, Dragan and Lorkri, who were twins. They were not identical twins and in fact where quite polar opposites. One of the twins, Dragan, followed the necromantic arts while the other, Lokri, walked the path of a powerful Water-mage and cleric of the god of serenity. The eldest brother, Chrysagon, was a powerful mage and artificer.

For many years the three siblings rose to control the council and managed to rule their lands in peace. However madness soon claimed the twin who had delved entirely too far into the darker arts of his necromantic trade and he sought to overthrow the council and his two siblings. Dragan was bonded to an ancient dragon as dark as the very depths of the abyss; Lokri was bonded to dragon as pure and white as the winter's falling. Crysagon was bound to a dragon of the most pure mithril sheen. Dragan's madness soon grew too large to contain and the brothers were all brought into conflict, Chrysagon and Lorkri working to stop the mad bid for power of their brother, Dragan.

When the brothers went to war with Dragan, the kingdom was nearly torn apart. Dragan had sought out allies from the darker races and it had become a full on war. In the final confrontation, Dragan and Lokri met in a battle over the heart of the city. They both unleashed powerful magics of fire and ice and death. A mile area of the city was obliterated as the confrontation closed, leaving both brothers dead as well as their dragons they had ridden. Chrysagon lamented the loss of his brothers and calling upon all his skills in the magical arts he began the crafting of a weapon, a memorial to his brothers and something useful to help keep peace under a single ruler of his kingdom, both in symbol and in power. He created a magical blade. To serve as a source of power he pulled the heart from each of the dead dragons as well as a bit of magical essence of both of his brother's souls, the both used to balance each other. Their souls and the dragon's hearts were condensed to two very powerful gems made to fasten into the area near the hilt of the blade. For years the sword stood as a symbol of the powerful kingdom but eventually Chrysagon passed, his last act to plunge the blade into the heart of his own dragon, its essence drawn into the blade, his won soul leaving his body to merge forever inside blade with the other.

After his death the blade was passed to a much less competent heir. The line falters and never reached its glory and eventually the kingdom fell into hands of another, the blade passing down through a family tree till eventually it was held by a minor noble in the kingdom of Elacia, named Donnel Kathahles, one of the last heirs of a long dead kingdom. By then the gems had been lost from the blade and it seemed no more than an oddly etched longsword, dark and odd, and a bit dull in truth, though marked by etchings along its length. On his passing the blade was claimed by his son Tamryn, who only knew it as his father did, an odd family heirloom. The gems had passed from hand to hand owned or possessing those they wished to use till they might find their way back to the blade, a goal always present to the near conscious gems. For the blade's abilities and true power of them all would not awake without their proximity. The brother's souls within and those of their dragons, needing to be reunited.
_________________

Dream of Ora

Owned By: Vorzheva

Type of Item: Weapon

Equipment Slots Used: 1

Description:
Item Base: Stone
Item Race: Barbarian

Powers:
Devious Manipulations (2 slots Combat)
This power imbues the owner with an otherworldly aura. When tapped into it seems to cloak them, changing and manipulating the vision of them, transforming them into what the viewer sees as their deepest fantasy or their worst nightmare. There is no cosmetic change, the deception is all in the mind of the viewer.

MECHANICS:: As the bearer of this item taps into the power of the ability. A typical !ranmagatk vs !ranmagdef is made. No damage is dealt but if the enemy on the defense loses, their fantasy or nightmare of the moment is seen within in place of the bearer of this item. Holds them as if unwilling to move or unable, for 1d3 rounds, and is stunned by the aggressive behavior of the wielder; much like the stun spell. If the victim is attacked, then the stun effect is dispelled, although the victim is able to defend normally whether under this effect or not


Serpent (1 Slot OOB)
This devious power seems to draw upon the seductive quality of the bearer's voice. Upon activating this power, the bearer begins speaking softly to the victim. While speaking in a low pleasant manner, nonthreatening, and non-hostile, the victim is unable to do anything more than stand and listen. Any attack on the victim or caster instantly breaks this effect. Otherwise, the bearer is free to touch, move around and even disrobe the victim and they would be unable to stop her.

Mech: Ranmagatk vs ranmagdef is used if the target wishes to resist the power. Without OOC consent, a completely unwilling player who fails their Defense roll can be stripped and that is all. This ability requires that the bearer continue to speak, non-stop, throughout its use. OOB only. If the victim is attacked, then the stun effect is dispelled, although the victim is able to defend normally whether under this effect or not

History:
Stone, bound in earth for so long, finally unearthed with tenderness and care, taken by one with soft hands and a warm heart, worn close to the heart as it seemed to be the right place, and becoming steeped in power and interest with each passing day, and each wave of magic from the heart towards the chosen target added to the layers of power within it. Finally it was discarded for a prettier bauble, the old fool not realizing what she had put within that stone with or without her conscious knowledge, and it laid within the dirt till another found and unearthed it, that same fascination causing it to be worn close, this time an enchanter, and her arts filled the stone, changing its form gently and slowly over the passing of years, till she passed away, still clutching the stone close with her dieing breath.

Years and years passed, before it was dragged from coffin by a tomb raider, sold on as he couldn't see anything with it, finally falling into the hands of someone within the Ilfrian empire, who noted its sparkle, its use, who it could speak to and entice it to be worn again, to grow and evolve once more.

...Too bad it was just all a dream.

Re-Done for Vorzheva 4/24/10

Earth, Sea, and Sky

Owned By: Dasan

Type of Item: Device

Equipment Slots Used: 0

Description:
This is a necklace that seems to be made of different things that can be found close to a river's bank or a seashore. Different ivory pieces, shells, and semi-precious and polished stones make up this strange and yet beautiful piece. Binding them all together are seven strands of what look like silk and sinew of different colours, braided together for strength. The necklace is large enough to simply slip on and off. Unremovable by any without the approval of the Lady Gaea.
For it to be used, Her Chosen Vessel does not have to outside, but must have elements available to them. (Fireplace for flame, access to a window for sky, et cetera.) If these are not available, every portion of the three part ritual costs Her Chosen Vessel five Life, which are not able to be restored until after the ritual is completed. The necklace will radiate magic prominently, and can be identified as being tied to the worship of Gaea by any connected to nature. (Duessa, rangers, and other such peoples.)

Powers:
Purifying the Form (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but one thing that is needed no matter who it is, is the approval of their god or goddess, and this is what this ability does. It allows a single prayer to be lifted to their deities ears so that they can request the power to continue the resurrection and claim from death what should be in life.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the resurrector’s full stamina and takes 1 round to cast, the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim's life to them before they can fully become alive once more.

History:
One of many Tokens Of Gaea's Favour, the necklace has been handed down from Druid to Druid. Shamans and priests both have similar Tokens that are given to them in the service of Gaea. Many of those Tokens vanish with the user, only to turn up somewhere else entirely. It is commonly believed Lady Gaea Herself shows up at some of the rituals to give the pieces over, disguised as a travelling soothsayer or farmer. Doing this as a "gifting," the recipient will usually not realize the significance of the item until a while later.

Earth, Sea, and Sky was created well over five hundred years prior to the birth of the Ilfirian Empire, by a group of Sages and Druids of different races. Each of the Circle had brought something which had great memory and sentiment to them from both coasts and the far northern reaches. Semi-precious stones, polished using river silt. Ivory from the tusks of boars. Calcified wood from a forest long dead and forgotten. Things which were of nature, permanent and yet transient - for all things erode and fade with time, returning to The Green Mother once again.

A great and binding ritual was used when the necklace was consecrated to Lady Gaea. One that involved blood and wine, tears and flowers. Over the course of three days, numerous random foliage was used to create a "bed of life" for the necklace, to create the almost emerald and jade sheen one sees on various pieces. Once the ritual was complete, all of the leaves and such were consumed, as was a lot of the strength of those involved. It would take the Circle two days of rest to be back on their feet again. As for the necklace itself, did it disappear the day after, taken by the largest peregrine falcon any of them had seen. Warm winds blew through where the ritual had been fulfilled - a sign this was Lady Gaea's doing.

More than a few over the next three centuries alone possessed the necklace. Not that every last one of them came to a bad end, however. Simply most of those blessed with Earth, Sea, and Sky were in their advanced years when they received it. Of those who have been given the necklace, it is normally a reward for showing wisdom in the face of insanity, and being a flowing river when much has grown stagnant around them. The necklace does not bestow the memories or the wisdom of the previous owners to its current possessor, despite the claims of more than a few.

Elania's Desire

Owned By: LyllaMarie

Type of Item: Device

Equipment Slots Used: 0

Description:
These mithril fans were created by the most dedicated of high elven artists. They are made of an intricate metal of gold, mithril and some other glittering source. The blades of the fan are sharp like knives but can not cause physical pain no matter how hard one tries; they can fold and bend, changing from a slender, forearm length set of poles that can connect to fans that can expand outwards to over two feet in width and height. The bases can connect in either pole or fan form. The size changing with every fold or extension. When in use, the spines of the fan flare up without need of oil or match, casting a blazing display of fire that moves and changes with the dancers actions.

Powers:
Weaver of Emotions (2 slots)
Powerful is the one who can control what another person feels! This spell allows the wearer to target one person while dancing with the fans and change what they are feeling. From calm to enraged, sad to joyous, bored to horny - it is up to the wearer to decide!

Mechanics: This ability is designed to enhance the spindle of emotions spell, allowing it to be used at range instead of touch based. Ranged magical attack vs ranged magical defense if the target player wishes to try to resist the spell with a bonus equal to the number of slots in the spell Spindle of Emotions. Not usable in combat. OOC consent is needed.

Titillating Flames (1 slot)
Fire has long been viewed as graceful, alluring and synonymous with lust and heat. What better than flames then to enshroud the fans, to capture the eyes of those watching and draw them deeper into the erotic grace of the wielder? With this ability the wielder can call up what appears to be dancing flames to cover the fans, adding a spectacular flare to her moves.

Mechanics: This ability is illusion only though those watching and close enough to be touched by the dancer will find that they feel the “heat” of the flames against their skin. When the wielder of the fans focuses on one person, be it through eye contact and touch, the effects of the flames when brushed against them is akin to the Arousal spell, the chosen target finding themselves hardening/growing wet while their thoughts shift towards the pleasures of the carnal act. OOC consent required.

History:
Elania, the patron Goddess of the Arts, Music and Dancing to the high elven culture. Her patronage is widely spread through out the great city of the high elven tribes, most notably in the Vierun Clan of the City of Ha'Amrun.

The fan's themselves were said blessed by the Goddess at the height of the summer solstice, when those of age come to gather and frolic in lustful frivolity. These fans were created by the patron of the Clan, who then gave them to his wife at the height of their relationship. He dearly loved to see her dance with them, on a whim able to change the emotions of her captive audience with a simply direction of her gaze, a brush of her arms and the dancing spectacle of flames. Even when the pair grew into their own separate relationships, the fans were a reminder of a stronger bond between. The power of its flame and passionate nature never changing, ever bright.

In recent years, Lylla had dared to return to her home land after mating the wolven Shadow Wolf, her once Master and dear love. She had long ago given up returning to her home city because of the strife that lay between her half-brother and the clan, as the right of ascension had always been hers, but she had never tried to take it. When her mother died, the fans were passed on to her, imbued with their fiery magics of that once blessed day.

Elen Nàrë Hyanda

Owned By: Van Masterson

Type of Item: Device

Equipment Slots Used: 0

Description:
Diamond set within the pommel of sword

Powers:
Illuminary Transport
A beam of pure light comes down from the heavens and teleports the wielder to a location known to them. Locations unknown to them cannot be accessed by this ability.

Mechanics
This ability bathes the wielder in a beam of pure light, and then blinks them out of existence, allowing them to reappear at a point with the owners line of sight.It takes one full round to use this ability and on the end of that round, the beam has fully manifested and on the beginning of the second round, he may enter the doorway, blinking himself to the point of destination. This ability requires the wielder to stand still whilst using it and can only be used upon themselves. Not usable in battle

Beacon of Valor (2 Slots Combat)
Elen Nàrë Hyanda is blessed with the ability to counter dark auras and fear-based spells. It will usually be cast only when feeling the presence of a fearsome opponent or magical fear that puts the owner at unease.

Mechanics
This ability costs 1 Sta to cast and lasts for the duration of the scene/combat against a particular dark opponent. It can be cast OOBly. While the Beacon is in effect, when fear spells/effects are cast against the wielder, he can add a plus equal to the number of times he has taken the paladin class to his MagDef roll in order to resist such an effect.

History:
Elen Nàrë Hyanda and its origins aren't very clouded in mystery, but whatever is left of its origins has been lost to careless hands. The blade seems to originate during a time when darkness had befallen the entire land and engulfed the denizens of Belariath in its icy grip of fear and evil. A lone elven warrior whose name has been lost to history had forsaken the darkness and sought to rid his land of it once and for all, but how he would do it alone was his greatest challenge. Hidden within a system of caves and passageways in a mountain range not far from his homeland, the elven warrior sought the help of a wise being that was said to have taken refuge here.

Eventually the elven warrior had found whom he was seeking, and the mysterious being had told him of a sacred item hidden deep within this very mountain that could vanquish the darkness and set his homeland free. Determined to free his people and his home of this maddening darkness that reigned supreme, the elven ventured deep into the mountain passages.

Enduring countless pitfalls and hidden attacks by the evil denizens of the darkness who sought the blade for their own and destroy it, the courageous elven had finally found a massive crypt with a radiant beam of light shining down upon the sarcophagus from a mysterious source. Curiously, the elven warrior stepped up to the crypt, but just as he was about to touch its stony surface, the sarcophagus began to open of its own power. Shocked at this, he stepped back and watched in astonishment and befuddlement until the crypt's lid was finished. Inside, he found a long dead being within, clutching an extravagant sword... and covered in blinding light by some unknown force.

Securing the blade in his hand, the elven began to feel a sense of overwhelming power, the sword itself vibrating in his hand. A deep, booming voice then began to speak from out of nowhere. "He who holds the Elen Nàrë Hyanda shall purify the land at its most dire hour." Silence befell the crypt. Befuddled once again at all the mystery within this crypt, the elven swiftly exited the crypt and out of the mountain caves.

During his absence, the elven's home was under attack by foul legions of goblins and trolls..all bent on destroying all that lay before them. Homes burned, people lay dead or dying, screaming for mercy. The elven warrior then appeared and took up the blade, slaying one after another, avenging his land and his people with each stroke. During the combat, the elven warrior had found himself surrounded on all sides, and thought to himself that this was indeed the end... until the blade began to radiate a burning light, surrounding the elven and expanding outward... keeping the enemy at bay. With this newfound discovery, the elven made a desperate charge into the crowd of darkness... and slay every one of the foul creatures.

With victory in his hands at the most critical moment, he felt a swelling pride and a sense of retribution... saving his homeland from utter destruction... and driving back the darkness that consumed his home. Over time, the elven warrior was called upon to repeat this feat in other desperate lands who wished to be free, and each time, he was successful.

The fate of the elven warrior was lost to time, the blade itself passed down from generation to generation as a precious heirloom... before it was eventually stolen and lost. The exact location of this blade is unknown now, and the legend of the lone elven warrior lived on through Bard tales and song.

Elghinyrrok Dyne

Owned By: StormWind

Type of Item: Device

Equipment Slots Used: 0

Description:
For all purposes it appears as nothing more then a simple tool. Mithril however, the magical engravings etched in runes darker the sin against the silverish substance.

Powers:
Which-Craft (1 Slot OOB):
While normally leather working and metal smithing require many hammers, the blessing upon this ornate tool allows it to become what is needed for the job itself. Either metal, or leather, with but a word and a touch to one of the many runes upon it, it can transform into the needed size, shape and weight of the Craftsman’s want who uses it, so long as it is up 50% of the original size. Magical metal it can perform the tasks with no worry of wear, tear, damage to the very instrument called to create. When the task is done it returns to the shape of a hammer, medium in size, a mithril glimmering thing. The tool itself becomes what the one who keeps it wishes; so long as it is not a weapon, but a crafting tool, the size is within 50% or 150% of the original dimensions, and as long as its keeper has the ranked skill required. This means that the tool can take the shape of Hammer for leather, then scraper for fur, then a needle for body piercing as long as its keeper has training in such.

Song of the Subject (1 Slot OOB):
This boon of the Hammer, actually comes from the blessing upon it; for some reason the magical essence that coats the metal of the hammer seems to grace whatever material is being used, be it metal, or leather, to mold to the one who Owns its perception. While it does not create by itself, it is as if the one who owns it, knows where to strike, when to strike, merely accenting the talent of the Master craftsmen. While working upon a project many times the 'feeling' will come over, a flash of sensation like an idea popping into the minds eye.
“This metal would be more suited to a curved piece.”
“This bit of leather would suit more as a handle, and not a helm guard. “
It works with the keeper’s own ranked training to produce that inner talent, cutting down on the amount of time for development and construction by a tenth per each ranked skill of training for each respective piece.

Entrancement (1 Slot OOB):
The flaw of this item is simple. When one welds it they tend to become lost in their work. Objects started are near impossible to stop before they are complete. Focused, the One who owns it becomes, only able to be distracted from the work, if another lays their hand upon them. Physical contact from another breaks the bond, making them able to lay down the Hammer, and let the work wait.

History:
Sheara, the creator and mother of all chirot, both here and there, sighed as she stepped back into the recesses of her cave. Her body trembled with exhaustion. She needed rest, needed to seek out and look in on her children in exile and one in particular who had been heavy on her mind of late. Closing her eyes she allowed the sacred trance to claim her.

As the sounds of her home faded from her ears, to be replaced by the eerie, haunted sounds of the false world where she had been forced to send so many of her beloved children, she slowly opened her senses to the sights and sounds of that world, and focused all her will on him. He had become her great experiment, crying in anguish, she had forced him away from her people, from his family. She had exiled him in that world, just as he had been exiled from this. She had made him live among the strangers, and learn their ways, in hopes that he would find what it was she needed among them, and so far, he had been successful. Already he had rescued so many of her children from their ignorance, and had even managed to bring one of the outsiders into the fold, though he had been forced to enslave her to do so.

She had split him in two, forcing both he and his brother into the same form. This had driven him even further into himself, which she needed if she was to bring to life the plan she had for him. The problem was, it seemed she had done too fine a job. He had lost the ability to ask for help, to depend on others at all. That wasn’t going to work, not with so many coming into their world that were going to be dependent on him when he finally came home.

Already she knew she was going to have to send him back, at least once, before he learned what she needed him to know, but that was for another time. For now, the problem was this, even with all she had done trying to both make him independent, and yet able to see the value of help from others, there were still some problems. Her last move in the game, had indeed forced him to need the help of those around him, those he had surrounded himself with and learned to trust, but it had had the undesired effect of driving him too far into his work, as a refuge from the trial she had set him.

She couldn’t alter the trial now that it had begun, it would set too many other things in motion. What she needed to do, was to find some way of teaching him that which she needed him to learn, while at the same time, rewarding him for his progress thus far. She did not after all wish him to loose faith, or turn to the hidden ones, in his disillusion with his life.

Casting her eyes about the false land, seeing all as she did from her height in the clouds, she thought she saw just the thing, but she would have to draw closer to be certain, and into a place, so very far from the clouds, and yet, a great deal like this, her home land. She could see why her son had gained such an affinity for these dark skinned ones.

Deep within the hazy dark or the Gloom, L' Zhuanth Ilharess was swearing and seething with fury. First, that bitch escapes her destined fate, and then she not only comes back, but takes the Matron ship for herself, and as if that were not enough, she had formed a House, for those traitorous mutineers. Who ever heard of a house for surface dwellers?

Well, that will not last long, no, not at all, not once her plot was brought to fruition. It had taken her time and research, nearly bankrupt a private reserve it had taken her centuries to build, but her agents had finally located, and brought home to her the Elghinyrrok Dyne. If legend was correct, this thing, this beautiful mithril hammer was deadly. Not that it mattered to her, sense as far as she was concerned, it didn’t matter how many craftsman had to die. She didn’t care; they were but pawns after all. Nothing mattered so long as in the end, she had a weapon of perfection that would aid in the destruction of that elg'caress and her play house.

Within the first six weeks, Elghinyrrok Dyne had claimed the lives of ten of her finest craftswomen. They had literally worked themselves to death, but it looked as though this last one might have gotten a handle on things. She had taken to chaining one of her slaves near the anvil in her forge, so that he might lure her from the trance of that the hammer put on her, thus preventing her from working for too many hours at a time, and thus starving to death. The weapon seemed almost complete.

All this the winged goddess saw from within her trance. She watched the effect this wicked thing, this Elghinyrrok Dyne, had on all who tried to wield it, and as much as it pained her, she thought it might be just the thing for her son. If he would learn to use it with care, it would not only help him learn the lessons she needed of him, but it would lead him to create many things of exceeding beauty and power.

It took tremendous effort on the part of the Goddess Sheara, but with great concentration, she managed to gain a grasp on the thing, which the poor pawn of a moriel had left on her work bench for the night. It would mean that the woman wouldn’t be able to finish the monstrosity she was in the midst of creating, but what did that matter? All that meant was that there would be one less thing in this false world that would bring her children back to her before she was prepared for them.

Sarol Mortath, the former bearer of the Elghinyrrok Dyne, woke the next morning, and went to her shop, only to find that the great hammer was missing. The screams of those she killed, and had killed in attempts to gain information as to its location, were paled only by her own screams, as L' zhuanth Ilharess herself tortured the woman for having lost it. In the end however, she was allowed to live, but only on the condition that the weapon, which lay so close to completion, was finished to satisfaction.

StormWind woke in the early hours of the morning, after a particularly peaceful trance. He remembered the words of his Goddess, though they confused him. That was at least, until he saw the mithril Hammer laying across the foot of his bed. He did not touch it at first, taking the time to dress first, in case it be a vision that might fade once he was fully awake.

When he had dressed, and the hammer still lay there, glinting in the firelight as if beckoning to him, he finally drew forth the courage to lift it into his hand. As his fingers curled slowly around its finely engraved hilt, and stilled, as they did each time he held either tool or weapon, he smiled and remembered the words the Great Mother had whispered in his ear. “Use it wisely my son, and learn my lessons well

Emerald's Edge

Owned By: India

Type of Item: Device

Equipment Slots Used: 0

Description:
Emerald Edge appears to be a smooth green gem, typically entombed within the pommel of a sword. Such a sword would seem to shine, yet absorb the light, except in the presence of high concentrations of magic, whereupon it the gem in its pommel glows slightly. A cursory glance within the gem inside the pommel would reveal a similar crystal embedded within it in turn, about half in size. Careful examination would reveal another similar crystal within that crystal, and a smaller crystal within the next. There are nine in total, though its nearly impossible to notice any further lays past four.

As the gem is charged, it shines in gradually increasing degrees of brightness, and beyond that the edges of the blade seem to be better defined; not so much sharp as crisp, straight, and nick less. The form, shape and color of the gem within the pommel is seemingly more outstanding and eye-catching as it builds power. It is normally cool and hard to the touch, but when charged, it will feel considerably warmer

Powers:
Active Absorption (2 slots Combat)

After hitting the wielder with a spell, this gem seems to shimmer brightly and leech off of the energy of the offending magic. The wielder's currently equipped weapon seems to fade into translucence, with a diamond like shining silhouette marking its deadly edges.

Mech: Every time the wielder is affected by a spell from another person, this ability retains one magical charge. Charges expire from this ability at the rate of one per hour, and then are lost. The maximum number of charges that can be stored are 3. By expending three charges and three stamina during a close physical attack, its magic activates mid-swing. For this one attack, the defender must roll close magical defense instead of close physical defense.

Passive Absorption (1 slot OOB)

Outside of battle, spells cast upon the wielder seem to divert into the emerald gem, as if being sucked inside it. Magic so affected causes the gem to radiate a soft green glow; lasting for a few hours before it fades. Containing the energy of the spell they'd been victim to, it is stored for later use. If the gem's power is harnessed, the wielder may cast a spell they'd previously been hit by; making the emerald gem's glow fade.

Mech: One spell at a time can be stored inside the emerald, and whenever hit by a new spell, the wielder must choose whether or not to keep it or exchange the stored spell for a new one. A stored spell's energy depletes after 24 hours, and then is lost. In order to cast one slot of the stored spell, three charges must be spent from Active Absorption. This ability may only store or cast spells OOB.

History:
Before they became of great stature amidst the world, the two torian brothers Arisel and Aranol, one a warrior and the other mage, wandered much in those early lands, seeking adventure and wrongs to right. From being mere amateurs they gradually carved a name for themselves, and in time more deeds were sent their way for their "care". One among these was that of the duchy of Lethiran, where the Duke had sent many adventurers against the temple of Tarnosh within that area, which preyed on the people to serve as bloody sacrifices to their dark God. The Duke would have moved himself to crush the Temple, but the High Priest Narithel was rumored a mage of no mighty power, and wielded priestly dark magics, such that none sent against him had ever been heard of again, but it was rumored he was really a dark elf.

Arisel and Aranol were duly invited, with suitable rewards should the deed be done, to see that he was made an end of. Though the two accepted the task, they were wroth to face Narithel alone, for they knew already that he had made an end of some of those they considered their betters back then. Winging their way back to their homelands they moved to inquire of Sazera and Maedel, and were duly pointed aright by the Oracle to seek the Crystal caverns far away, where the torians drew them out to create their feared Crystal Swords. There the two came to hear two treasures freshly found, gems drawn from the depths of the crystal caverns, shining and bright, at once crystals and at once gems, and colored differently from the other crystals. Upon some investigation, they found these held the ability to contain magical energies sent against them, but these properties were raw and the extent of their utility unknown. The brothers offered their services to the tribes there, and bringing back the head of several chirot officers against them, returned with the crystals.

Aranol then set about studying the properties of these two, and was delighted with the results. Committing them to Sazera and Maedel he then sought to imbue in them properties for both himself and his brother, and together they tested the gems against each other, each drawing upon what seemed best to them to put together two artifacts they felt sure could make them successful not just against Narithel, but future foes as well. While their craft was not enough, they might have achieved less, but Sazera and Maedel watched over them.

Setting the gems each to their own, Arisel into his blade and Aranol into his staff, they returned to Lethiran, where they did not bother to see the Duke, but went straight against the temple. There within they fought against the acolytes, but held back from using the Gems just yet, and waited till Narithel showed himself. And sure enough the High Priest did, and fearsome was he in his magics - yet for what he hurled against them, Aranol's Gem absorbed in, and Arisel's unleashed powers and sent out explosions that rocked the temple and battered their foe. Against the combination of might and magic, and indeed his own power, Nathirel could not prevail - and as evening drew to a close, Aranol struck him a telling blow with his own spells and Arisel swept his head from his neck, and lo, a dark elf indeed he was, and the temple was, as expected, merely a front for worship of Kirva and for dark elven influence in the duchy.

Returning to the Duke the brothers told him the deed was done, and the Duke was sorely surprised, for he had thought them craven. Yet he honored his word and rewarded them richly, and from then on the names of Arisel and Aranol were known further and wider than they had ever been before. Such their prowess grew that they responded to more, and each could handle himself, and they went their separate ways. And ever anon should either of them meet a wizard who could not stay his word, he would surely find grievous defeat waiting upon the gems they bore.

In the end, it was a chirot plot that saw the tale of the brothers to an end. Aranol was tricked into issuing a challenge unto his brother, a challenge Arisel rose to meet, and they moved to battle against each other, never yet having seen the others face. They met within caverns of a summit, not far from the lands of their birth, in a huge cavern dark as the deepest nights, and they could not recognize each other. In there, Arisel took many wounds but slew his brother, with whom he had crafted the gem he bore, and against whom the gem gave him victory. The horror and grief came upon him as he realized his deed, and in his sorrow-driven anguish Arisel, with his bare hands, tore both gems out from where they were set within his blade and his brother's staff, and cursed all of existence. But then before he could mourn Chirots swarmed into the cavern, anxious to put an end to this threat, and he saw that they were many as they flew in, swords shining coldly and spells flashing bright. Many he slew there, but their numbers were great, and many more wounds he took before he finally fell onto the cavern floor.

With a final cry of defiance Arisel raised up both the gems in his hands, both now fully held in their powers, and hurled them skywards against the mass of chirot's. None could fail to see the bright light they shone in that place, and only a few were slow and burnt glancingly by it passage as it went up. But then they struck even unto the ceiling of the cavern, with such force, and their power was unleashed in that one explosive moment, and the cavern came down, crushing all within, and sealing up what would henceforth be known as The Brothers' Tomb. And for the Gems, they were believed destroyed or eternally buried in that place with those who through them were founded, made perfect and destroyed.

Fallen Star

Owned By: Kree

Type of Item: Device

Equipment Slots Used: 0

Description:
Item Base: Ring

Powers:
Twilight's Kiss (1 Slot, OOB)

Because of the intimate embrace of the winds that this item imparts, the wearer is capable of sending a token of their appreciation through the air to be felt upon the flesh of another. As the kiss leaves the wearers lips a sparkling trail of stardust is left in it's wake, blown upon the winds, until it finds purchase upon the target. The sensation feels like a kiss upon the skin and can only be targeted upon flesh exposed to the air with a range of 10-50 feet, a soft breeze enveloping the chosen target for a few moments before dissipating. This requires OOC consent, and can not be used in battle.

Dust Devil (1 Slot, OOB)

Through the chaotic powers of the wind, the wearer can focus a small whirlwind into existence. This Dust Devil does not do any physical damage to its surroundings or those within its vicinity. All it does is pick up and throw objects in random directions, creating a mess everywhere and disheveling anyone that it is focused upon, messing up hair and clothing and covering the victim in very fine dust. The spell is limited to items no larger than a pound or less, with a range of up to 20 feet in diameter for throwing distance. This is out of battle only, requires OOC consent when in use in someone's home or shop, CANNOT be used to cause physical damage to property or person, and usable three times per day.

Starlight (1 slot, OOB)

A fallen star, born of the heavens above and the nights cool embrace, gifts the wielder with the ability to create a ball of starlight, roughly two inches in diameter, within the palm of their hand. This light can be moved and directed up to a diameter of thirty feet where the wielder wishes, as a glimmering, glittering ball of celestial energy. Essentially, this is considered natural light, rather than magically created light, and is soft to the eyes. This is out of battle only and usable three times per day.

History:
A creation from a bygone era in Belariaths history. The Fallen Star was a conundrum to those who fell upon it when it embraced the earth. Grand Artificers and Magisters were confused by what was before them, a large, smoldering boulder that fell from the sky, the outer appearance of the large stone having an appearance of mercury. How could something embody all of the elements in such harmony? Studied, chipped at and sundered, the skymetal rock was a magically potent mineral, with most being used to create fantastic armaments for their flourishing civilization.

However part of the stone, a tiny fragment, was saved for another. One of the Magisters, Dravun Wilgaman, wished to gift his slave something unique, something that would express how much he adored the woman who wore his collar with pride. There were many late nights, and even more days that he failed to capture a nights rest, tirelessly crafting and refining the skymetal rock into something far more pristine. In the end, the essence of the eerie stone was set in a perfectly spherical diamond set in a mithril band. Within the clarity of the diamond, an ever constant swirl of cloud and almost inky night, to capture the essence of a summers evening.

While the rest of the Skymetal rock was used for war-like purposes, this little, delicate ring was crafted with his slave in mind. The slave, a duessa he called Nightfall, for she, without fail, set spell weaves to her alabaster flesh to taint it the deepest black she could think of, her onyx-hued hair and royal purple eyes. She loved the night, and always spent one hour, when the moon was at its fullest, to sit outside and gaze to the heavens. This was her moment of calm and clarity in a world of strife that she wrapped herself in.

When Dravun gifted her with the exquisite bit of jewelry, she immediately set it to her finger and stared at it, losing herself in its swirling depths. The first evening where she was stayed within their home, an evening where she wasn't out creating unrest and perpetuating violence and mischief. She forever wore that ring, long beyond her human masters lifespan, till the day Gaea took her back for breaking one of her laws. A masked thief decided one evening that such a pretty bauble would be worth a great amount of mehrials, and attempted to steal from the frail looking whisper.

Never has a Duessa raged so hard, so quickly. She knew her remaking was at hand, but cared not, so much that the wretched thief knew the meaning and essence of pain, suffering, and finally death.

Feathered Emissary

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 1

Description:
Metal butt plug
Mechanics:

1) Feathered Adaptation (2 slots)
Wings shift into the form of a tattoo covering the whole back or wrap around her body, creating a coat of fur of the color of her choice, or merge with her legs to form a new lower body, negating her ability to fly. This new lower body can be in the shape of a mermaid or sithian's tail or the lower body of a centaur or wemic and can assume the color of the torian's wings, or any of the range of naturally available colors within each race. The new form is real, not an illusion and can be maintained for up to twelve hours at a time, though due to how intense the changing process is, only one complete cycle of transformation (I.E. transforming into some other form and shifting back into her natural form) can be completed every twelve hours. If the wearer finds themselves in combat, they can maintain their new form but lose their own racial advantages and they gain none of the usual advantages that might accrue to someone with a large tail or four hooves.

2)The Air is my Friend (1 slot)
Bearer can breathe anywhere where oxygen is present, even underwater, if with difficulty though notably, not in environments where magic or some other influence has poisoned the air. This is an OOB effect primarily intended for high altitude or underwater breathing, so if combat ensues while the bearer is underwater, she had better be holding her breath, but she can retain her tail and thus have a chance to surface and breath.

Powers:
Feathered Adaptation (2 slots - combat ), The Air is my Friend (1 slot - OOB)

History:
The metal butt plug was designed for use out of curiosity, or the desire to reach out to people of other races, wanted to experience for a short time what it is like to have a tail like a mermaid, or to walk on four hooves like a centaur, or what it is like to make love in those forms... This device is intended primarily for friendly interactions. It appears as a normal enough butt plug and functions in exactly the same way. It can be inserted and used as a sex toy and then removed to be carried around like any other item. Unless the device is activated, while inserted, much like an enchantment, in which case it dissolves into her new body shape even as it reshapes her wings.

This oddly metallic looking gleaming butt plug was the result of a commission given to a dirty minded blacksmith of some considerable skill in the arcana sphere. A naive, beautiful young torian woman came to him one day and asked him if it were possible to imbue an item with the power to shift her wings into a different form. "I've always wondered what it would feel like to have a tail like a mermaid or one of those snake people!" the maiden had gushed. "What would it even be like to move? How do they... you know?" she had blushed most prettily at this point. "And how do centaurs... play?" she had continued in a rush. "All their ... bits ... are so far back!" The girl had gone on to reiterate that she was MOST curious to try those other forms out for herself, to 'try out their paces' as she put it. The blacksmith had leered at her somewhat alarmingly but had solemnly assured her that he could indeed put together a device that would serve the purpose. When the torian ingenue returned at the appointed time a week later to a much disheveled blacksmith, she had been more than a little dismayed and surprised when the uncouth man presented her with a metal butt plug that swirled with magical power (to those who had the eyes to see it). "Simply shove THIS baby up yer bum and you'll be able to try all SORTS of new and interesting positions!" The man assured the torian roughly. When asked if the device HAD to be shaped like that and used in that manner (it was a little on the large side) by a wide-eyed young woman, he had solemnly sworn that it was completely necessary. Only a device in this shape and form, worn at the center of a woman's being as it were, would channel the power in the necessary manner. Of course he hastened to assure the shocked young woman that the device could still be used in the usual manner. "Ye have to WANT the change, for it to happen" he had assured her. This device can only be used by the owner.

Feline's Memory

Owned By: Mysiq Vlia

Type of Item: Device

Equipment Slots Used: 0

Description:
Race:Feline
Item’s Base: Silver Necklace

Powers:
Charm of the Feline: (1 slot OOB)
The staff may summon a the form of a spiritual feline. The exact make of this feline is a thing that is never quite certian, due to the inability to pin down its image properly. This ethereal critter will serve as the wielder's eyes, ears and messenger, allowing it to be the "herald" of their displeasure.

Mechanics: The bearer can summon forth a spiritual feline, visible only to the wielder of the staff, allowing it to be used for spying purposes. Has the ability to pass on direct images or sounds to its owner, who has to concentrate on the sense to be used, otherwise it may impart a general sense of what happened when it returns to its owner. One sense per use of the creature. OOC Consent for it to be used to spy upon anybody, not to be used in combat, if attacked one hit disrupts the feline for 24 hours. The feline can be detected by detect magic, which will show a presence, or detect illusion which will show the feline but not its nature.Wherever the feline is present, there is a faint rippling, almost like a heat wave in the air around it. If this rippling is targeted with a spell or effect that causes damage, it will disrupt the ability for 24 hours. If targeted with Detect Magic or Detect Illusion, it will show the feline in true form, to that caster of the spell only.

Total Recall: (1 Slot OOB)

This ability allows for a memory to be drawn from the mind of the wielder of this item, and display it upon a flat surface for others to view. Mainly used as a training aid for instructors to train their students, it may allow for a simple playback of a memory. This ability will also allow the wearer to imerse themselves in the imprints of memories of those who have owned it before them.

Mech: Once per scene, a memory may be displayed from the owner of this item, allowing others to view the image. If this ability is used to view memories of those who have owned it from the past, they are not able to be displayed to others. The duration of the playback will last for 5 min per scene to be replayed.OOC Consent required, not useable in battle. Memories only allowed from ancestors who would fit into the TLI rules and setting.

Share the Sense (1 Slot OOB)
After summoning the feline from within this item, the bearer may tap into the other ability that is bound to this icon, and use it not on themselves, but to relay that sense they are sharing with the feline to others.

Mech: Once per scene, and only after Charm of the feline has been used, the bearer of this item, may relay the sense used with the feline to allow others to share the information gathered. Only that sense would be relayed, no other senses would be conveyed at all. OOC Consent required

History:

The line of Mysiq Vlia's mother's side, the line of the Briosli, has had a history, longer than Mysiq's father's line, the Vlia. And it was at Mysiq's Fifth Great Grandmother, where the beginnings of the necklace, named simply, Feline's Memory, began.

The story of this woman, born fifth and last child of Vicia Briosli and Frior Krislin, was almost similar to Mysiq's. Her parents and herself at the age of three, were taken from their home, in a little village of only fifty, as the sun started to set. And once the sun was gone, and the moon was up, only fifteen were left alive. The little girl, named Stacia, had been witness of this horrible crime against her people, seeing her brothers and sisters killed before her, her grandparents and friends, all slain by the brutes known as Wolven.

The wolf people were not kind. If little Stacia did something wrong, her parents were tortured infront of her as a learning mechanism. Days grew into weeks, weeks into months, months to years. Each year she grew, and was given bigger tasks. Again, parents tortured till she learned. The day she hit seven, she met a wolven boy, this wolven would become her best friend, her only friend. This wolven boy was in all actuality, the very noble son, of the Master who tortured her parents and her on a day to day basis. Over the years their secret friendship grew. Childhood friends become adult lovers.

A day came, when the son decided to get a gift for the slave girl, now a woman, as an expression of the love he had for her. He took the money he had in his coin purse, and bought her a silver necklace. On his way to her in their secret spot, his father had met with him, and simply laughed as he saw the necklace, "So, my son, who has captured your heart so, that you would do something like this?" And a quick silence came. The son could not tell his father he loved a slave girl, but he did not like the wolven women he met in the nearby town, so he had to lie, "Oh, some new girl. She arrived in town about three weeks ago. I wanted to come home before going back out to the town. I wanted to look at it, make absolutely sure that I should give this to her." With that he grinned to his father, whom patted his son on the back and laughed loudly, "Good son, good. Women like gifts, but so do sluts. Shiny things please them for some reason. As you were." He moved back towards the house, but his son continued towards his true love, continuing to eye the necklace, for fear if his father looked and saw his stride as a decisive one, then his father would grow suspicious. And look did the father, but something in his young son piqued his interest. So he waited a moment, sitting upon the steps to the house, waiting for his son to nearly disappear, before following him.

It was then, after only a few minutes walk, and careful hiding, would he learn the secret, learn as he watched his only son, destined to carry his name, give the necklace to a wretched catwoman, and watched them kiss each other, hold one another. He let out the loudest howl his lungs let him, showing himself to the two lovers, "HOW DARE YOU! MY ONLY SON! HOW DARE YOU THROW YOURSELF INTO THIS CATBITCHES ARMS! From this day forward, I will declare that I have no son, and you catbitch, will be able to declare YOU HAVE NO FAMILY!" and with a speed that belied his size and age, he ran towards the little cabin that held a small group of slaves. Opening the door so fiercely he nearly ripped the door from the frame. He moved then towards the girls parents, dragging them both out by the throat. He tossed the two cowering catpeople into the open field, and as the wolven boy and catgirl slave reached the small cabin, the two watched in horror, as a scythe was grabbed, a scythe that had cut down the field so many times to sustain not only the slaves but the Master himself, dragged along the ground, "Tell your parents what you did! Tell them the reason why they die! TELL THEM THE REASON WHY THEIR WHORE DAUGHTER HAS CAUSED THEM THIS! TELL THEM!" Stacia cried hard, moving to her parents, telling them about the love that grew between her and the Master's son, telling them about her late night meetings with him.

Her parents did not hate her. Did not fear death. They knew love was grand, knew love was the greatest thing to have in life. They looked to the Master, as the scythe was coming down, and her parents looked at one another one last time, smiling, moving their hands to grasp the others hand, mouthing 'I love you' to each other as the scythe beheaded them, right infront of Stacia. She was frozen in fear, sobbing as she watched the horrible sight before her. A howl, not as fierce as the Master, sounded out, and immediately the son tackled the father, "STACIA! RUN! GOOOOOO!" And with shakey legs, she stood up, looking to the sight as kin fought kin, "I SAID GO DAMMIT!" and without further word she did. Running as fast as she could, only looking once, and seeing one last image.

The image of the love of her life, the boy she had met as a young age, the boy she gave her heart, her body, to, impaled by the scythe. She continued to run. No more looking back, no more hoping for happy endings. Nothing. All she could do was run. There were moments she thought she heard the Master, running next to her, growling obscenities to her, cursing her. All of which in her guilt ridden mind, for the Master had stayed, cradling his only son's body in his arms, howling madly.

Years passed, many nights spent restless, haunted by the knowledge of the only man she could love, and her family, killed, and with only one thing left of them, of him. The silver necklace, the necklace he gifted her, the necklace he was giving her to propose with. She had seen shamans, had seen healers, to try and help her. None could. All had tried to comfort her. One day as she traveled through a town, she heard word of a powerful mage living nearby.

She made the journey to the man, whom most had simply called the 'Hermit'. She felt an air about him, something that would probably bring to life the truth of the tale of his power. He listened to her words, and once the story finished, he took a long draw on his pipe, then exhaled with a sigh, "Unfortunately Miss. There is nothing I can do. But, I will do something. Give me your necklace." She undid the silver necklace and handed it to him, with which he smiled to her. He began to chant, symbols appearing as if the air was his parchment, and his finger was the quill, and the symbols disappearing shortly after. The necklace glowed brightly, as if brand new all over again, "My dear, I am sorry for the hardships Fate has given you. I have used my magick to try and ease the pain a bit. Should you ever grow lonely in your travels, this necklace will now produce a companion for you. And should you ever find yourself sickly, or your throat too parched to speak, but you want your story told to someone such as me, all you need to do, is replay the very first memory you have, and the spell I put on it, will continue from there. To teach others what you think you want to teach. Either that love is a beautiful, eternal thing, or that evil will trump love, because we allow it to. Or if there is even no lesson, your memories, will be shown." He handed the necklace back to her, and smiled. She thanked him thoroughly, and was soon on her way again.

More years passed, and the catgirl told her story to all who would hear it, see it, through her eyes thanks to the Necklace. She would finally settle down, with a man who she loved, but could never love, enough as she did her first, and with this man, she had a child, a healthy beautiful catgirl. And so the line went, the necklace passed to the first born daughter of each generation, til Mysiq's mother, whom, with his father, were captured, and the Necklace torn from her neck, forced to be left there in their home. And as Mysiq grew, it was until he got older, that he finally returned to his home village, where the Necklace had been kept by the Elder. And when Mysiq returned, mission completed, having slain the evil Grenfang, giving him a death he was forced to suffer through for hours, he was given the necklace, told Mysiq of the long line it has passed from. Given to the mate of slave owners Son, gifted by a powerful mage, and passed from Daughter, to daughter through the generations, and now, to son.

Feline's Ring

Owned By: Chrystine Moonspell

Type of Item: Device

Equipment Slots Used: 0

Description:
Intricately designed in mithril, with flowers and branches made of diamonds all entwined in the mithril, with two small emeralds on both ends and a centre, bigger one. Old and very expensive looking

Powers:
Form of the Feline

One of the powers of the choker, this grants the wearer the form of a cat-person whilst the ring is being worn. The change is purely cosmetic, although they do gain a tail in this form. Any spells that require the user to be a feline, or work on fur,tail or claws will not work on this as it is not a true state of being

Bard's Outfit

The power in the ring allows the clothing worn by the wielder to shift form and assume shape and design to match their moods and whims. A boon considering the other ability imbued in this ring.

Mech: Allows any and all clothing worn by the wielder to shift form to whatever they so desire. Patterns and colours change as well, to adapt to outfit and mood of the bearer. The only thing this will not change is the material of said clothing. Out of battle use only

History:
Commissioned by the daughter of a wealthy, and yet still minor noble house, this ring was supposed to be simply a ring, to be worn and to dazzled others with such display of elegance and hint at the wealth that lay behind the person who was due to wear it. Unfortunately the gods, or rather the mortal messengers of one good in particular decided they wanted the house to fall and be destroyed in the most spectacular way possible, starting with the daughter in question, so they conceived a plan to enchant and imbue the item with a enchantment, to turn her from a fair maiden, into what the family feared and loathed the most, a feline. After months of planning they managed to put their plan into motion and the ring was enchanted, and as an afterthought, the ability to morph the owners clothing was added to it as well, thinking that the shift in body and personality would be helped with a change of outfit to better make the feline form different from its human starting point.

And then the deed was done, the ring delivered and set upon finger, the enchantment delayed to only happen when she fell asleep, and that night she did, and the shift happened softly and gently, not waking or alerting her to anything that was wrong until the following morning when a maid came to wake her up, and instead woke the whole house with her screams of terror. The daughter, now resembling a feline in all forms, wearing the skimpiest of clothing was chased from the house like a common thief, thinking she had stolen in and spirited away their daughter, and that was the beginning of the end for the house, distrust set in and they tore themselves apart from the inside.

The daughter moved on, pushing her life aside eventually and accepting her new role and new form. Travelling to find a way to undo it, until she came across the tower of a mage of great renown, who bargained her life in servitude for a way to undo some of the magic’s upon the ring, mitigating it from something that would affect her permanently to something that would only happen for 24 hours when the ring was worn.

Upon her death the mage sold the ring to a local lady, who he knew to be fascinated with the feline race. She used it as she wished during her life, and upon her leaving upon a journey, she passed it onto one of her former slaves, hoping the bardess could put it to some good use

Gaea's Breath

Owned By: Amara

Type of Item: Device

Equipment Slots Used: 0

Description:
A pale metal bracelet that looks much like a coil of thorny briars

Powers:
Linking the Bodies (1 Slot - OOB)

Before any ressurection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but once they have prepared the dead body for the ressurection they can then infuse both themselves and the dead body with a link, enabling them to continue the ressurection using their own body and soul as the anchor to which they will bind all else in order to make the ritual a success.

Mechs - Costing 1 stamina, and only to be used after both patient and ressurectors have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilised in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the ressurection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a reurrection atttempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the ressurectors full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the ressurectors has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the ressurection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the ressurectors 1 stamina for every one life point they wish to return to the target being ressurected. And requires for the resurrection to be successful that they return at least one quarter of the victim's life to them before they can fully become alive once more and the ressurection can be called a success.

History:
This article was an icon of faith among an Order of desert nomads, all sworn to Gaea's faith and service. While their prayers and their rituals often involved no materials, the coil of metal brambles serves as a clear symbol that the goddess demands strength and sacrifice of Her followers in order to be given her blessing. The lore holds that the ring of brambles was not made or forged, but found after a great revel of the Order had concluded where one of its greatest priests had died in the worship. A sign of Her blessing and attention, the implement would cinch around the the rightful recipient's flesh tightly and, when the night fell and the sun rose again, marking a 24 hour period of ownership, it would have embedded into their flesh, becoming one with the owner and, appearing to resemble a tattoo. When used, the thorns cause superficial wounds on the owner to prove their devotion.

Gauntlets of The Prodigal Son

Owned By: Elthorion Kinslayer

Type of Item: Armor

Equipment Slots Used: 1

Description:
The Gauntlets are made of base Mithril, however they are very finely crafted, bearing the sigil of the Anarelia house on the backs of the hands. Embedded within the wrist and back of the gauntlets are several gemstones of extraordinary quality, each one seeming to glitter with the spark of infused magic.

Powers:
Allows Magic Use:

The gauntlets allow Magic to be used during combat, unlike normal gauntlets, not deterring the Owner from casting while wearing them.

Nightmare Touch:

With OOC consent, and outside of combat, the Owner of the gauntlets, can but touch someone with them, gifting them with a flash of a nightmare the person touched has had recently or in the Past. Like some awakening, the terror of that dream is seen before their eyes, like a daydream. The effect like all IoP's clears out the instant the scene is over, and for RP purposes is much like "life flashing before one's eyes." a split second but long enough to scare one senseless, should they wish to RP it out as such.

Mech: A !r 1d3 determines the rounds of play that the target is held within the nightmarish visions. They are capable of movement during this time, including leaving the area.

History:
The house of Anarelia was one of the earliest houses of the dark elves, back from the days when they were predominantly mages who splintered off from the high elves. From old, the house grew in power and prominence beneath the ground, in the deeps of Underdark, and their numbers swelled. Many were the magical artifacts they owned, over time, some the spoils of combat, and others the result of pooling together mighty majicks upon them, to augment the abilities of their owners for many years to come. Reladorn came to be born into house Anarelia, second son of lady Ardania, Archmage of the house and second only to the Matron of Anarelia in power within that dark house. From the outset she was furious since she had wanted a daughter, for her firstborn had been a male, and now too was the second one. At first she decided on disowning him out of the house but was dissuaded in time to send him away to learn the magical arts. Upon coming of age, Reladorn proved an adept pupil as he mastered many of the skills set upon him, the magic-laden blood of his house and his mistress flowing like wine through his veins. His rise amidst the ranks of the house was notable to say the least, though Ardania was a little discomfitted by it. He seemed almost too driven, she felt, and was decades younger than his peers with whom he completed in the basic magical training of the dark elves. This was where the problems started. Indeed, Reladorn had his own reasons for being so driven, especially as he watched his older brother train as a dark paladin within the warrior houses, and he knew the wishes of his mistress that she wished him to show his worth as her child, and the only way he knew how to do so was to prove himself as capable of mastering both what she wished him to, and what his brother was working towards. He turned, almost recklessly and with sheer determination, towards the warrior side of training that he had been working on in secret. First to learn of his move was his brother, and Reladorn, foolhardy youth that he was, challenged him to combat. His older brother gladly took him on, but was frustrated to find that, despite his own superior combat skills, he could not best Reladorn, thanks to his magical skills. From his lips Ardania came to know about it and she was furious, ordering him out from the house but he was adamant and laid claim to ascendancy by merit of his ability. Ardania, quickly seeing that he would not change his mind, rather than bothering to kill him, decided to set him to the test to see if he was worthy. In a rage she banished him from house Anarelia, and told him that if he were to ever return, it would be as nothing less than a full fledged Dark Paladin and Mage. Reladorn simmered in anger at his unjust banishment, the removal of his name from his house, but he was unwillingly to simply leave empty-handed with little recognition. Even on the same day as he left the house, he crept among the collection of armory of his house, ancient artifacts that had been used by his forefathers and ancestors in battles long forgotten. Determining their abilities through his spell, he picked out among those most suiting and addressing his weaknesses as a warrior. The first he wore was a chain mail, forged of dwarven skill, while the other were a pair of shining gauntlets bright and light and full of power. He would have taken more, but the next thing he knew, the house guards burst into the room, fully intent on seeing him out of the house after relieving him of those items. But Reladorn would not let them, and his skill enhanced by items he wore, he found himself evading their blows with newfound ease, his spells roaring out across the room with power and his movements swift and his blows lethal. So it was that Reladorn fled from house Anarelia, and though Ardania was outwardly outraged by his audacity she was inwardly pleased at his tenacity and to know that one of her progeny had enough courage to break off from the house, relying on his wits and skills, to master both sides of the spectrum to work towards the pinnacle of power here. She wondered if he would return, it would be perhaps for the betterment of the house to elevate him if he should achieve the status that she had set upon him. Aided by the armour and gauntlets, Reladorn achieved some status within the ranks of the Dark Paladins, and even in his magical pursuits he found they aided him, drawing power from their dark magic. It soon came to be known that here was one among the Dark Elves that belonged to no house, the chain mail and gauntlets that he wore grew to be known as the Chain mail and the Gauntlets of the Prodigal Son, for such as he came to be known. Even the mages he dueled against recognized in him the roots of his magical potential, and he became feared there, although in his progression his diversion was costly. He spent more time maintaining his rank rather than pursuing single-mindedness one aspect, which would have brought him to ascendancy sooner. About this time Reladorn received news from his former Mistress Ardania, informing him to seek out one Elthorion Kinslayer, a Dark Elf renegade who had left the Underdark for the upper reaches some time ago and who was feared by many. He was said to have acquired powerful items, among them the Whip of Ternekus as well as some bracers of considerable power. If Reladorn could acquire these from Elthorion, he would be welcomed back to his own house. Reladorn, hearing of this, strapped on his armor and gauntlets and left the Underdark to seek Elthorion out with a party of Dark Elf warriors. He reasoned that even if he could not trust Ardania fully, he could make use of such artifacts himself. So it was that upon the surface of the lands he sought his foe but to no avail. Finally he and his men attacked an encampment that was rumored to be dear to Elthorion, challenging the Dark Paladin upon his honor as a Knight to defend his own name. Sure enough the mighty warrior emerged, ready to do battle and Reladorn would have been pleased to bring him down and try to beat him by sheer weight of numbers, but Elthorion challenged him to single combat. There in the ruins of market square about the town, they set their lances and faced each other on horseback in thunderous combat. Their lances shattered against their shields both were thrown off the beastly stallions. They drew their weapons, Elthorion's whip lashing out with furious speed against Reladorn's bow. Though Reladorn took the blow well enough, the edge stung his flesh between his armor. That mistake was enough for Reladorn; excruciating pain shot up his body as he tried to make battle against his foe. Thorns surrounded his foe in an instant and Reladorn, convulsing with pain, was hard pressed to withdraw his blow. The initial shock of defeat took Reladorn down, as Elthorion pressed in viciously, and while Reladorn was capable of fighting an intense duel, inane fear of the biting sting of the whip directed his energies wayward. He could not think clearly as he summoned up, not offensive magics, but defensive ones to try to do what he could to ward that seemingly pain-spawned weapon from his flesh. Reladorn was given very little time to learn from one of his few mistakes during his career as a warrior, and Elthorion pushed his advantage onward, finally breaking Reladorn down as his blow struck again, and again, before finally defeating him. Victorious and exuberant, Elthorion demanded Reladorn to relinquish his mail and gauntlets as the price of sparing his life. They were duly handed over to him in shame or malice. As he turned to leave, Reladorn struck out at him once more with his blade from behind. Elthorion wasn't completely unaware but such was his prowess and ferocity that the renegade Dark Elf was wounded seriously. Reladorn himself was not spared - unarmored now and weak from loss of blood and his wounds, Reladorn was struck by the thorns upon Elthorion as he hurled himself forward, and one of the long ones pierced his face, impaling him a gruesome death beneath Elthorion. The dark elves, seeing their leader fall, left in haste, even as Elthorion shrugging off his body, turned to face them, whip at the ready, setting the chain mail and gauntlets upon his own self to face them menacingly. Since then, the Chain mail and Gauntlets of the Prodigal Son has remained in the hands of Elthorion, and have served him well and long down the years as he rose to become, not just feared below the ground, but a legend, far and wide, in the lands above.

Gem of Divided Mind

Owned By: Abby

Type of Item: Device

Equipment Slots Used: 0

Description:
A beautiful silver ring encrusted with a sapphire gem. The gem only radiates faint signs of magic; when the mind meditates, the magical nature of the gem becomes undeniable: it emits a glow corresponding to the gem's color.

Powers:
Divided Mind (2 Slots - Combat)
The Mage can achieve such mental strength, that they can control their mind and its different aspects individually. They can devoid themselves of their emotions or simply tap into one or two to their fullest potential.

Mechanics:
During Combat or whenever the ability is used in RP, Divided Mind acts as merely a roleplaying tool, allowing the Mage to be able to be fully in control of the different aspects of their mind and, by extension, their emotions (for example: focusing on being 'happy' during festivities, focusing on being 'competitive' during fights, or focusing on being 'sad' during times of grief). This allows the user to force themselves to show various emotions as believable to those around them regardless of how they truly feel, or alternatively use the gem to reflect no emotion at all. This ability does not negate the use of spells that affect ones emotions (such as spindle of emotions).

No Tongues (1 Slot - OOB)
Communication is key to a mercenary; to be able to speak in all kinds of languages can put them high in demand. They can use this either for diplomacy, or use said knowledge to convey messages that only they and particular people can understand. At times, the mercenary needs to share a message with one or two persons that she might not want to share with others. This ability will once again require people around the mercenary to make the effort to understand the languages of Belariath if they hope to decipher the mercenary's words.

Mechanics:
This ability automatically negates the effects of the Out of Battle spell 'Tongues' (Common Sphere) attempted on the user by others. This, however, does not hinder the user themselves from using the spell and/or enchantment and those who can naturally understand/speak the language the user is using can still understand what is being said. This ability simply stops magical translation, nothing more.

History:
No one truly knows the origin of the Gem of Clear Mind, except that it was found at some point by a shaman Ogre well past his prime. Having finally learned enough late in his years to become an Earth Mage, he found his mind to be unable to focus as much as he used to; which, given what he was, was probably not a lot to begin with! Believed by so many others around him that he should retire because he could never do enough to learn new things, the Ogre decided to try and prove his naysayers wrong (or right - hard to tell) by leaving his tribe to chase after fame and fortune with his newfound magic. His journey took him far but ultimately...

... it did not take that long for reality to crumble onto him, showing just how much he lacked.

But, it was not due to his inability to learn new spells; instead, it was due to the fact that he lacked a lot of knoweldge about how to survive the outside world. Even worse: he was starting to forget what he knew, gradually looking like his mind would turn into mush from senility. Having ignored most of the lessons the other Ogres had to learn because he was always dabbling in his magick practices, he found himself almost on the verge of surrendering to the might of the rest of Belariath and lose himself to madness longer the days went by. That was, until he came across the Gem of Clear Mind in one of his adventures (or misadventures - again, hard to tell) in one abandoned tower. As soon as he held the beautiful agate gem in his hand, his mind cleared up and all those days of his past where he paid only half attention to what he was thought came flooding into him. Deciding to keep the gem to himself, he hid it away from his then comrades and eventually retreated into a small cabin home.

It only took him a week to resurface almost completely a different person: he now knew how to speak and write other languages, learn how to make a fire for himself, and he lost that infamous lack of sense for direction. Needless to say, he became more confident with his ability to survive the outside world, thanks to the Gem of Clear Mind he kept inside a pendant. With his newfound focus, he was not only able to improve on his magic, but he was showing everyone that he was still able to learn more despite his age, almost rivaling an elf in the same situation. He became relatively popular and easier to work and talk with and for a very long time people believed him to be the most intellectual of Ogre-kind.

One night, however, changed everything. He had come to bed with two women, ready to embrace each other in sex and passion, when one of the women - not realizing what the pendant is - removed it from the Ogre. And almost right away the Ogre found himself attacked by an extremely painful migrane, to the point that he would thrash about in the room, holding onto his head while feverishly looking for the gem while the two women escaped, fearing for their safety.

By the time someone came up to check on him, the Ogre laid dead on the floor, with his hands still on his head, pressed against the floor in a kneeling position.

His belongings were returned to his tribe, who did not even know of the Ogre's brief escapade of fame, and they simply put away what he once owned somewhere in a storage room. Until one day an Ogre, who did not have enough to pay a single mercenary for her services, found the gem and rewarded the mercenary with it to make up for the lack of coin.

Gift of the Kept

Owned By: Dreams

Type of Item: Device

Equipment Slots Used: 0

Description:
Class: Seductress
Race: Feline
Item’s Base: Earrings

Powers:
Lust Hear: With this ability the wearer of the baubles is able to detect the sound of desire, or the lack thereof. Simply put, they can hear the strain within the voice, the way of a person's intonations, and pluck if the subject would react favorably to an encounter of the sexual kind, or would be more apt to attack for the attempt.

OOC: This ability is based upon OOC consent. The Player wearing the earrings would be able to post the -use- of the ability, then PM and ask simply. "At this point would -blank- enjoy a sexual encounter?" the answer yes or no is given, and the role play moves on.


Soothing Seduction: The seductress adorned with these, moves with such stunning grace, it is oft times taken as dream like. When in use, she can almost appear to float across a room, a muddy field, a barnyard. Her appearance, no matter what she is wearing comes off as Goddess like, as if the clothing or lack thereof was simply placed upon her, to be displayed. However the enticement isn't lust, its the soothing witness, as one does when seeing something so beautiful they are lulled into a peaceable state. No good during combat of course.

Mech: With OOC consent, the seductress using this ability can lull the 'target' into a peaceful state of mind. OF course, sexual consent is totally based on OOC permission, so while a player might say yes to being lulled, they have the right to say NO to any sexual action that might have taken place after.

Beauty in the Eye: Because of the stunning beauty of the owner, those who would ponder actions of violence, or harm often times find themselves thinking twice about marring such sweeter curves.

Mech: OOC consent needed and an RP boon itself, the appearance of the Owner of the baubles often times leads those within scenes with them, to think twice about actions that would harm or bruise the form that bears such lusty seduction, finding it to beautiful to want to strike it. Unusable during combat, merely a effect that might halt the start of combat should all parties agree to such.

History:
Long ago, in the land to the North there was a Noble Mage, who adored more then anything his pet. A sweet woman, a seductress by trade, rumors that her nature was a fallacy, hiding her more corrupt nature abounded. Still he loved her, held her in that most cherished position. Creating for her, so that her beauty, her very appeal could never be undone or outmatched, the Earrings of the Kept.

Years of work poured within the baubles, his own youth spent so that her appeal would last forever. This was his gift to her. Something constant, something given in purity. A double edged sword you see, for then she was able to hear the others lusts for her. No longer willing to be caged to him, it was upon his death bed that she left, choosing during his time of weakness and want to step forwards, to strike out as she wanted. Seductress, once changed, set free, the earrings a gift of a devote worshipper. Rumors of course, spread like wildfire that in truth that had been her plan all along, to seduce him, then walk away from him, leave him broken so that her power could reign unmatched in the magical realm that they lived within.

Upon her death, the baubles were removed, passed down, from generation to generation in a family. Each eldest daughter taking on the class of seductress. Of course, the belief that the earrings were cursed always stayed with them, it was in the 10 generation that they were given to an enemy and then recorded history of them ceased. Rumors, once more played part, in this, the description of those who took class, seductress’s of renown, always assumed to have these within their possession, only aiding the craft.

released to Dreams 5/03/10

Glacier's Heart

Owned By: ArcticBlast

Type of Item: Weapon

Equipment Slots Used: 0

Description:
It was made from the palest of woods, mirroring the whiteness of winter, naturally refined and shaped to mimic the graceful curves of the heart. Symmetrical perfection, the center curved out in a soft flourish, its center a heart shaped sapphire set within the wood’s very core, as if the wood itself had grown from the “heart” of deep blue gem. Twine of supple and perfected sinew, the touch was made for a delicate and graceful pull, not one of brute strength. It was born in the mountains, deep within the walls of ice and glacier, where the world of water and ice forged a realm of pure beauty.

Powers:
Cold Thirst (2 Slots Combat);

The bow itself is designed to focus the Hydromancers will into a single arrow of pure magical energy, the 'arrow' itself imbued with the property of the spell dessicate; with one single difference, it is a ranged magical attack instead of a close magical attack. The bearer of the bow will be allowed to fire one arrow of the spell at their chosen target, each arrow dissipating into nothing, until the victim is hit. Only one hit, that is all that is needed and given by the item itself; 30 seconds for the spell to take effect, no pain, but the victim will find himself thirsting horribly and weakened at the end of the dessication itself.

Mechanics; A ranged magical attack determines the strength of this attack and takes Armor modifiers into consideration as arrow-to-flesh contact must be made. Those that fail their Ranged Magical Defense roll will lose 5% of their 'current' Life over the next two rounds, for every time that the caster has taken Water Mage, to a maximum of 25% of their 'current' Life. IE (Water-Mage 1x 5%, Water-Magex2 10%, Water-Magex3 15%, etc)

Round 1: Victim loses 5%-25% of Current Life Points
Round 2: Victim loses 5%-25% of Current Life Points

This is only usable until one successful hit is made in a combat scene; no other spells or enchantments can be used on or with the arrow itself when in use.

Mystical Fog (1 Slot OOB):

Shot towards the ground, it creates a luminescent fog that floats upwards, nearly solid, it is imbued with light attracting crystals, creating a mystically lit fog that hovers for a few minutes around the targeted area, either for an affect of beauty, or to awe briefly until the Ice Mage can flee. The area of the fog is roughly three times the size of the caster, and can not be used in combat.

History:
His name was Annalhe, an Elder of the Magic of Ice since as long as he could remember. An elven elder, he had long ago settled within the caves, bereft of company, content to live his last years alone. He had not always been alone, here in this place of ice and snow. Ancient pools of sea green lifted to the walls, a bow of exquisite beauty rested there, a shrine to the love of his life. Her name had been Shei, a young sorceress of elven and feline heritage. She had come to him a student, a lover of their shared talents. But time would blend their lives into something more, she would become his mate, and mother of his children. Time would be their enemy, years before his own time was due, life, age would take its toll, separating their love until they would meet once more for eternity.

The bow itself had been a work of love. Upon her acceptance of his proposal of marriage, he had crafted it himself. Only the most beautiful of stones would he pick himself, set perfectly within the pale, white wood. Gifted to her on the day of their wedding, it had remained at her side until her death. Now, as his time to pass came closer, he knew he must gift it one last time, a spirit, a part of his lover, ever surviving in the heart of someone new. His daughter had not been born with the magic of her parents, instead she had found strength in the energies of the air. His son felt the pull of the earth. He had laughed when their talents had been pronounced, stating that had they had a third child, hell would’ve given them a fire mage.

And so he took it upon himself, a final journey to find the new home of the bow, Glacier’s Heart. He traveled many a year, until upon his travels he met a young kitten by the name of ArcticBlast. Traveling alone, she had been on a sojourn home, to visit an ailing sister. Her calm, and reverence for the beloved magic of water and ice reminded her much of his lovely Shei, as well as her feline heritage. From a distance, kitten would be watched, observed, each day bringing his conclusion to its inevitable course. She would inherit the Glacier’s Heart, the bow he had crafted with magic and devotion for his one true love.

He returned to his home, that castle carved of glacier’s wall, taking a quill and parchment, beginning to write the tale of his life. Slowly it unwound, stains of tears, some of joy, some of pain, memories unwound their course upon the paper, his life in words. He would tell her, on this paper, of the man behind the bow, of his life, of the woman he loved, and of his final days. All this he would place upon the parchment, signing its finished form. Sealing it with his mark, a hawk in flight, talons clutching crossed arrows of ice.

Returning to the town he had last followed her to, he would wait until she was safely away from the room in the Inn, bribing the drunk bartender for a spare key, he would leave the bow there, wrapped in delicate tissue, a quiver of blue shafted arrows beside it, a separate letter explaining the powers of the bow, the arrows to use physically, and the ones that would come to it magically, all these he laid upon the Spartan looking bed, then as quietly as he had come, he left, key returned to the rack below from which it had been retrieved.



Gypsy's Protection

Owned By: Jasmin

Type of Item: Device

Equipment Slots Used: 0

Description:
A pair of simple leather wristlettes.

Powers:
Mirror Harm (2 Slot - Combat)

By channeling the pain and fear that the target has caused during their life, the wielder of this item can force them to relive all of that fear and pain within their own minds. If physically attacked, then this ability takes the damage inflicted upon the bearer and reflects some of it against their attacker.

Mechanics - Costs 5 stamina to invoke. This ability takes one round to activate in combat, and lasts for 1d10 rounds. If the bearer of this item is struck with a close combat attack, either physical or magickal, then 25% of the damage dealt to them is reflected back upon their attacker (round up odds). If used oob then this simply stuns the aggressor for 2 rounds by the pain and fear that they have caused to others flashing through their minds. This can be cured with a Cure the Senses spell. If the target is attacked then this effect is automatically dispelled.

Soothing Illusion of Love (1 Slot - OOB)

This ability allows the wearer of the wristlettes to cloak themselves in an illusion. An illusion that is based
upon their targets most loved and adored thoughts. It makes the wearer appear to be the person that the target loves and adores the most, intending to sooth and dissipate the aggression and need for violence within their form.

Mechanics - A ranged magical attack vs ranged magical defence is required for use of this ability. If successful, then the target will view the wielder of this ability as the one they love and adore the most, soothing them for the next 3 posts to be made. If either target or wielder are attacked, then this ability is broken and can't be used upon the same target again in the scene. Not usable in combat.

History:
Jasmin's father, Jared, a man she never met was a good and noble knight whose major flaw consisted of never being able to turn his back on his calling to the knighthood, not even after Jared met Jasmin's mother whom he loved with all his heart and whom he left before he even found out he had a daughter. During his journey after having left Jasmin's hometown, the knight was stopped by the sounds of a woman's screams, a gypsy being attacked by a group of highwaymen intent on ransacking her wagon. After fighting and killing her assailants, Jared coaxed the gypsy woman back to health. After she recovered, the gypsy read the man's palm foreseeing the birth of his daughter and how the knight had left the unborn baby's mother also telling Jared that he would never find happiness until he made things right by his daughter and his lady love, Gina. The young knight scoffed at her words as superstitious rubbish, yet they rattled him enough that Jared left her wagon that very night without looking back..

Disappointed at the knight's failings, the gypsy chose two beautiful leather wristlettes made of a special leather than never seemed to weather, get wet or dirty, hand engraved as if by fate with a jasmine vine and blooms, the very name her vision knew Jared's child's name was to be. As a reward for the knight saving her life, the gypsy cast upon the wristlettes three protection spells that she prayed would spare his daughter the pain her mother and so many other women were submitted to. Making her way back to the town where Jasmin's mother lived, she came upon the very pregnant Gina one afternoon picking flowers in the very meadow where Jasmin had been conceived, handing Gina the wristlettes wrapped in a bit of one of the knight Jared's shirts, telling the woman that they were a gift from her father for when Jasmin became a woman, telling Gina of the abilities bestowed upon the wristlettes and of Jared's wish for his daughter to be safe a lie of course but one born out of a desire to protect the child and offer some reprieve to Gina.

On her 16th birthday Gina gave her daughter the priceless gift of the leather wristlettes just before Jasmin and her best friend Beth left town in search of their own adventures...

Harness of the Concubine

Owned By: Creama

Type of Item: Device

Equipment Slots Used: 0

Description:
Teddy that takes the form of other garments if needed.

Powers:
Attraction: The word says it all, the effect of the teddy itself. Those who the Wearer of it surrounds herself, feeling an overwhelming attraction to the body of the adorned. Easy enough to be the most beautiful, this is something far more base, carnal hunger to know the flesh.

Mech: OOC Consent only, those around the wearer of the harness, finding themselves attracted to the body, longing to touch, to have in some way sexual. Seeking touch in the manner pleasing to them.



Sex Smell: A simple enough spell, this incantation cloaks a chosen target in the varied scents of fornication. The smells of arousal, sweat and musk wrap around the chosen one and linger for a great deal of time. This spell can be used to acclimate new slaves to the smells of sexual coupling.

MECHANICS: There is no necessary mechanics for this spell and it lasts for 1 day before needing to be recast.


Subservient: The wearer is held in captive thrall, often finding oneself from not being sable to say no. Being forced to obey another’s wishes and desires.

Mech- the ego of the seductress within the item is a mirror of the owner’s own intelligence. A Close – Magical – defense is rolled. The wearer must exceed their own intelligence score or be compelled to submit. Rolling equal or lower and you are compelled. Example: wearers intelligence is 45 strength is 36. A roll of 36 is scored. Thus missing the 46 needed. So the wearer must submit. However if the roll is a 53 then the wearer retains free will and may react normally.
_________________

History:
From the old write up to be added here.

Healer's Gloves

Owned By: Tarin

Type of Item: Device

Equipment Slots Used: 0

Description:
Leather Gloves

Powers:
Morph (1 Slot, OOB):

Their natural form is that of a pair of soft worn leather gloves, benign almost, especially when not bonded to a Master or Mistress. However, when bonded and not in use, the gloves themselves take on the form of a tattoo upon the skin; to remain unobtrusive until their bearer wishes, reverting back to their original shape when called upon. This ability can not be invoked while in battle.

Helping Hands (1 Slot, OOB):

If not worn, but in control of their bearer, the gloves can take on an animated life of their own. They can assist the owner by fetching small items less than three pounds; bandages, oils, garments. Their range of motion is limited to a radius of ten feet; however, if casted to hold something and forced to fight over an item, they will simply let go instead of continue to grasp the object itself; so they won't be any help e.g in rape if the victim wasn't bound. This ability requires a small form of concentration, so if the bearer's attention is disrupted or pulled in too many directions, the ability fizzles and must be recast again. This is for out-of-battle only, and useable up to three times per day. OOC consent is required when using to pick up owned property or upon another person.

Warmth (1 Slot, OOB):

The gloves have automatically a sensual warmth enchantment permanently set within the material. It helps with massages and to ease the client into relaxation. If the bearer wishes, that same warmth can create a tingling of sensual pleasure that ripples through skin and muscles, allowing the client to extract as much pleasure from the hands working over them. OOC consent required, out-of-battle only.

History:
They were rumored to have existed, to have been with Healers over time, to be in possession of those sacrificing their live, time and studies to the arts of the body, to learn, to unravel it's treasures and it's secrets. These gloves were said to have been found in many shapes, always that that the wearer helped the most...some finding them as some well worn, comfortable leathered gloves, the next only finding them to melt into their skin in form of a tattoo once put over their fingers, others yet having them as a bracelet around their wrist, till the time they were needed, when their masters called upon their help, their aid.

The magic within not only concerned their shape but they had their very own abilities. As a healer at times, especially when in hectic moments, can't have enough hands, these help with it, are said to move to the wearers biding, hold, move even, things back and forth with a word of command, once these gloves are in the wearers possession for long times even with a mere thought.

Many healers even devote their time to and for pleasure, their knowledge quite broad about the body, which point to press, where to stroke...many needing to work as masseurs, in times where not needed, or other just doing for the fun of it, things added to these gloves that seemed to always hold a certain warmth when put onto flesh, the last ability to add that -certain- wicked touch to the masseur, to seduce should they wish so.

The spheres of magic, found, destroyed, build anew over time, over decades of work, always some with the spark, to touch the arcane, finding it, finding ways to use it, many falling prey to their wants and needs, many using that arcane powers for their own gain, might, power and destruction, many spheres build to fight and protect in battle, war soon raving through the lands, magic’s battles they were...seeing which side had more skilled mages to destroy...

Soon some had enough, had the wish to not destroy, wanted to create, help, mend...head stuck together in small gatherings, mumbling in hushed tones, as what could heal was just as easily used to bring death. Bodies studied, anatomy taking some priority, studying the magic that was within someone body, that was woven into everyone’s flesh, soon the new sphere of healing magic found, created and open to a few sworn to do good, using their knowledge as such.

But it wasn't enough, wars taking in intensity, more magic spread though the folks of every race, more knowledge of war magic’s founds where Healing was left behind...only those small healers crowds gathering, sharing what they found out, what they knowledge could do to help. Soon those first items imbued with magic spreading around folks, if crafted or found to have gathered magic on it's own, all kinds to be found, more powerful some, others less, of course the Healers of every race seeking to do their own good, so the best were send to make one, to create a subtle device to their help. It wasn’t long till those gloves were made, only a few pairs, only those of highest ranks, those most devoted to their art getting the honor to wear one pair. None the less each kin held at least one pair, each kin getting a pair as they were found and partly joined the Healers ranks.

Rather then giving these devices to those that could do harm with them they were at times destroyed when Healers faced capture, where faced with death and raiding of their belongings, more and more vanishing from the surface of knowing, getting less and less, only a rumor with the last pairs, no one able to reconstruct the ancient magic’s and that pair that was still around never available to be studied, always that rumor passed along Healers about them, all keeping to that never spoken law, to never give away this secret.

So it comes that the feline find themselves with the very last pair, even when their -could- be a second, as no one really knew, an old cat teaching a younger one, one that had potential to grow still, that was devoted...one that still much to learn, but that would come with time....the next bearer of that burden and blessing blissfully ignorant of the stalker that kept a close eyes on him since he started taking up the Healers arts...

Heart of the Earth

Owned By: Neko Nightstalker

Type of Item: Device

Equipment Slots Used: 0

Description:
A fist sized exceptional Bloodstone graft that lays on top of his rib cage in the chest area. An inner light seeming to pulse in time with one's own heart.

Powers:
Item Abilities: Timeless as Stone (1 slot OOB ), Gaea's blessed shelter (1 slot - OOB), Gaea's corrupting touch (1 slot - OOB)


Timeless as Stone: (1 slot OOB)
Longer lasting than any of the mortal races, stone has that longevity that seems to stretch through time. through this gift it has imbued that timeless nature upon it's wearer. Though the 'gift' isn't complete immortality it provides a great extension of one's vitality.

Mechcanics:
Extending the bearers usual life span by 200 years. This applies only to old age and doesn't prevent non natural causes of death.

Gaea's blessed shelter: (1 slot OOB)
As an item of great magics it has the ability to shape the lands to provide a safe place for rest. a general shelter to take rest in for a momentary pause.

Mechanics:
Summons an empty four person, domed tent made of earth to rise up from the ground. It lasts up to 12 hours before rolling back into the earth and expelling anything inside it. Cannot be used during combat.

Gaea's corrupting touch: (1 slot OOB)
Many would consider mother earth to hold only boons for it's children, but every good comes with it's price of disaster. The bearer of the Heart can't spend extended lengths of time in the confines of civilization without the repercussions that come with it.

Mechanics:
Over the course of a week the body will begin to show signs of turning to stone. unless two days is spent away (5 acres or more) from any man made structures the owner will begin to turn into his most prized element, eventually entering a statue like state, similar to the spell Stone Slumber and resembling his own natural form, for a period of 24 hours. After the 24 hours the curse is lifted and the owner is returned back to normal . For the purpose of this item Gaea's blessed shelter does not count as a man made structure. Due to the nature of this magic, it can't be used in combat.


(Reference to Stone Slumber) An Earth Mage can turn himself into a sleeping statue, emerging from this Stone Slumber at a later time. Nothing can remove him from his chosen slumber. While slumbering, he feels nothing, hears nothing, and sees nothing. He cannot be harmed, yet cannot heal either. He regains no Stamina, but also is unaffected by any poisons that may be in his system. In all, it is merely a reprieve and nothing more.

History:
Back when the world was young. The moral races still gaining their feet upon the lands when Gaea had let loose one of her treasures upon the world. of course it was a passing human that managed to find it first. A mage who had spent his life studying and finding new magics to bring to life wherever he could. The gemstone was unique and drew him in, gave promise through looks alone for a power that seemed ancient. Little did he know it was him that would become ancient before his time on this earth was up.

Skipping ahead to modern day the stone had a few owners who had seen it as a mixed curse and blessing. til the day it had been lost in it's last. buried and forgotten til it's magics called out to a peculiar earthmage. Upon picking it up there was pain as it seemingly melded into the flesh. enough so that it caused him to pass out. One awoken it had seemed to have gone missing, only to be found embedded in his chest.

Heartsong

Owned By: Ariellia

Type of Item: Device

Equipment Slots Used: 0

Description:
Pendant that appears to have a frozen tear within it.

Powers:
Vision of the Heart: With this effect and OOC consent the wearer of the Heartstone, can capture an image within the stone itself. No need for them to always carry the tools of their art, or rush to capture that perfect image, within their eyes, and a touch of fingers, the stone will record that ‘snapshot’ for them, so that their art can express the emotion of it, with a clarity beyond all others.

Should be noted, the wearer of the pendant must be upon the scene to do such, no ‘recording’ things they have not seen. Only one image from it. Also, private houses, or maps to them, unless the character IC has been there, cannot be made from them.

Sound of the Soul: The pendant, gives the wearer the power to find out with but the murmuring of the word, what sounds would please the one they are playing for. A artists dream, it gives music the power to sooth, or inflame, because it allows the one who is playing to know what song, what instrument will ignite the soul of those they play for.

Mech: OOC consent only, the wearer of the Heartsong knows what style of music, and what emotions it will bring within another they are playing for. Used as an RP enhancer, it can sooth, or create a feeling of discord, when used correctly. Bring on lust, create the mood for love, it gives the very chords to be played, as easily as the instrument itself will be.



Touch of the Art: Artistic visions are well known. With this, the pendant carries the charm of such. Merely a motion, skin to skin, and they can share a vision, relating to their art to another. How it will look, what it might look like, what medium it should be expressed within. A way to look into the soul, is to draw out what another considers “Art’ , and with this, the owner of the Heart Stone, can do just that.

Mech: OOC consent, the wearer can impart a vision upon one they touch, or take one from them. Expressing an idea or concept for a project, be it song, sculpture or painting. Give and take, the sharing of that vision, emotions as well, that would relate to it, meaning if it is one of sadness that emotion is shared, one of love, one of lust, one of power or pride, those carry over as well.
_________________

History:
The necklace has been handed down from generation to generation. How it had gotten into the Armyss family was sketchy at best. It was said that it was crafted by elves to be a gift for a great wedding, the joining of Evangeline D`Andres and Thear Armyss, union of the village of Xilon and the neighboring village of Dayon. Their wedding was splendid; Evangeline wore Heartsong on to the feast that followed the wedding. It was during this festive celebration that the combined gathering of citizens of Xilon and Dayon were either enslaved or murdered, Evangeline and Thear were among those who did not survive the confrontation with the raiders. Jesmar Armyss, sister of Thear managed to quickly grab the necklace from Evangeline's neck. It was then passed down from generation to generation at the time a daughter, more specifically a first daughter reached the age of twenty-two summers. Yet, the Heartsong can, and would on occasion be useless to the one who had received it. In fact, it had not found a suitable "host" until the day Angelica Armyss, Ariellia's mother passed it on to her.

Her Love

Owned By: Airy

Type of Item: Device

Equipment Slots Used: 0

Description:
A smooth, silk choker with a small heart-shaped medallion with butterfly wings made of mithril that's imprinted with Her symbol attached to the front. The silk itself is made in a bright iridescent fabric that seems to change colour based on where you look at it from. This is a physical property of the strange material itself and nothing inherently magical, but the bright colours make it a little hard to focus on it anyway to tell the difference.

Powers:
Her Size (1 Slots - OOB)
The strange magics of Over There flow through this choker, and empower the Fae using it. With Her Size, the curious diminution magic known to Fae is enhanced, allowing the wearer to shrink not just people, but animals as well to the adorable size of a Fae! The pranking potential of being able to sneak tiny animals around should not be underestimated.

Mechanics: This ability allows the wearer to cast their Diminution spell (the spell must already be learned beforehand) on animals as well as people. OOC permission must be given if this is to be cast on a pet or animal belonging to someone else, and no more than two animals may be under this effect at the same time.

Her Voice (1 slot OOB)
Her is a goddess of playful chaos with one of her many tricks being the ability to speak with and use animals for her games. 'Her Voice' grants some of that ability to the bearer of this item, allowing them to understand and speak with animals, not by using their tongue but with the magic helping one understand the other. Useful for asking an animal companion to help distract, to annoy, to find hidden ways into a place that only the animals may know and many more potential ideas that the fae may come up with. However, while it is true that Her is a being of chaos, she does not wish harm to befall on others no to impose her will on others, thus this ability can not be used to guide the animal into direct harm, or to convince the creature to attack someone even if the creature is vicious and aggressive by nature.

Mechanics: Her voice allows the wearer to be understood by any animal they come across. This does not mean that they can speak the animal tongue but instead this ability simply translates their words for the animal to understand and can make the barks, growls, hisses and chirps of creatures understandable to the bearer of the item. Due to the limited nature of both animal intellect and their speech, talks with such creatures are rather limited affairs and can never be considered a conversation, more simple commands or questions that the animal could understand, and even then the animal may not obey the command or even give an answer, much less a satisfactory one, for the animal always has its own free will, all this item does is allow animal and the bearer of the item to understand one another.

This cannot be used to speak with animals of increased intelligence, such as familiars or magically altered animals. Additionally if the animal being talked to is a pet of another player's character, that player decides how well the creature may listen to the user of this item.


Her Snackful Bounty (1 slot OOB)
This choker can further tap into the magics of Over There, allowing the wearer to materialize a small handful (no more than six) of animal-themed crackers. These crackers are very sweet to the taste, almost too sweet for non-Fae races but eating one cracker somehow fills the belly and can count as a full, if rather non-nutritious meal; for a tiny Fae one cracker could last them the entire day. These crackers can be eaten by almost any animal and instead of being sweet, taste like a somewhat bland version of that animal's favourite food, so can be safely given to any animal as a treat. Any crackers that are uneaten fade away after 24 hours.

Mechanics: Up to six animal-themed crackers can be conjured with a 1-day cooldown, they taste as sweet as Nature's Delight to player characters and NPC's, and taste different for each animal depending on what it's favourite food is (worms or seeds for birds, hay for horses etc.) Uneaten crackers disappear after 24 hours and one cracker counts as a full meal with no nutritional value.

History:
This curious choker has had a fairly strange history, mostly because of all the conflicting sources. By some accounts, it was made by a Fae mage long ago, others believe a Shaman got overwhelmed by the spirit of a Fae. Some think it's a reject from the Umbara tower, others believe it was made by Her herself far off in Over There as a way for her Fae children to better interact with the animal kingdom, yet still some others think there was no history and it has only recently come into existence and naturally, any Fae asked about this would say that all of it was true or maybe false, or both, or neither! All that really can be said for certain is that the magic of the Fae was somehow involved, and that when this choker is worn by a Fae, both friend and foe are going to be in for a poor time with the enhanced pranking capabilities this strange little choker allows!

Honor's Virture

Owned By: Ielenia Moonwhisper

Type of Item: Device

Equipment Slots Used: 0

Description:
Item Base: Earring

Powers:
Dark regeneration (1 slot)
This earring keeps its user happy, healthy and slowly heals/fixes; knitting their skin and flesh. This healing is powerful, yet limited as it is more likened to a slow crawl. This allows the noble warrior to slowly heal from any fight, as fast as nature enhanced might dictate, yet.. still not enough make a difference in combat.

Mechanics: The user regains 10% of their life in 3 hours. Meaning in a little over a day, if they have not bled to death, or have been killed, they can heal from almost anything; the exception being the loss of limbs. OOB ability.


Honors will (1 slot)
The honor kept, the honor earned. This power is as much a curse as a power. The character can never break their honor willing or by force. Unless the power itself is to great.

Mechanics: The character can never by choice or force break their honor, even under spell they wont. They may still be affected, but they are strengthened by the item not to react. This Power is OOB, as its not strong enough to fight combat magics, and will allow them a +5 vs such spells. Example spells are Lie speak, truth speak, spindle of emotions, obsession and any power which mimics this. effects.


Sense the deceive (1 Slot OOB).
This power is a strange and very rare, though not powerful or even as handy as most think. The user will know when an illusion or lie/truth spell is used near them. This does not mean it has to be cast on them. this gives No extra defense versus the magic's. just.. allows them the knowledge. OOB ability.

History:
Crafted by a metalsmith in the service of one of the gods of ages past, a being who prided himself and his followers upon the ability to not be deceived and to be the pinnacle of honor and truth. Imbuing the ear-ring with the ability to greater resist the torments and pursuits of those who might try and sway his followers from their path, gifting them in addition the ability to heal a little faster than others, to enable them to continue their work in pushing his ideals throughout the land. Unfortunately he was deposed and thrown down from his perch on high, his followers having all been but wiped in in a holy war between him and his opposite number, one who valued trickery and lies above all else. Warriors destroyed and bodies broken upon the battlefield, these ear-rings lost in time and space as the warrior who wore them, his body looted and ravaged by plunders and time itself.

The ear-rings passing down through hands here and there, battered for goods or services by those who had them and didn't realize their true potential, passing them on to traders and merchants for a fleeting moment of joy and happiness, or simply to fill their pouches with coin. Then one day they were found and passed to a warrior spell caster, who felt they were more than simple adornments, taking the time to investigate and determine their true worth, finding out what they could do, he put them to good use. He eventually died upon the battle field, but not before passing them on to another of his kind, in order to keep them and their knowledge alive and working for the good.. although what good consists of.. is all in the mind of the wearer of these items.

Horns of Life

Owned By: Akris

Type of Item: Device

Equipment Slots Used: 0

Description:
Item base: Headpiece made out of horns
a Giant set of Onyx horns that where attached by Thorns that wrapped about each other in a circle pattern. The horns would curve backwards before curving back around to come back towards a persons face before curving once more to face away from the person, The horns would grow thinner until finally coming to a point. Both sets of horns had what looked like earrings attached them with a red gem hanging from them.

Powers:
Purifying the Form (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but one thing that is needed no matter who it is, is the approval of their god or goddess, and this is what this ability does. It allows a single prayer to be lifted to their deities ears so that the can request the power to continue the resurrection and claim from death what should be in life.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the resurrector.s full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim's life to them before they can fully become alive once more.

History:
The horns once belonged to an evil rampaging Minotaur who was proud of all the death and chaos he had created and the more evil he did the bigger his horns grew. He finally came across an army that fought back and forced the creature back into a corner where he was killed and his horns removed from him. The Horns where then taken to a Temple of Gaea where the priests tried to cleanse the horns before offering them to the Goddess herself. The Goddess then added the jewels that hung from the horns and attached the thorns to hold them together. she would then set them aside until deciding what to do with them and that day had come when she found what the horns could be used for them and sent them to be found by their new owner.

Huntress' Desire

Owned By: Voxis

Type of Item: Device

Equipment Slots Used: 0

Description:
A Red Cloak.

Powers:
Wolven Want Me (1 Slot OOB):
Wolven of either sex find themselves strongly urged to 'taste' the wearer of this cloak, often stopping whatever they are doing to quickly remove their clothing to please and be pleased by this person. Works off scent, so the 'victim' must be able to smell the wearer. (OOC Consent, non-combat, consenters can role-play the struggle, but it is not anything automatic.)

Trail Rations (1 Slot OOB): The wearer of this cloak is able to produce fine wines and other drinks as well as fully-prepared and cooked meals, 3 times a day. Enough to feed 2 normal people at each meal, should the wearer find a traveling companion, or take the edge off a hungry wolven's want for food.

If the Cloak Fits (1 Slot OOB): The velvety red cloak hangs down to the middle of the wearer's thigh, regardless of how tall they are, and never is quite large enough to cover anything 'important.'

History:
The cloak was first commissioned by a woman who was fed up with the Wolven and their incessant rape of hapless women world wide. With this cloak, and her powerful weapon, she wandered the paths of nearby towns, finding those lone wolven that would indeed attempt to prey upon her without so much as a word, and unless they could prove their goodness, she'd slay them without so much as a sliver of regret. Traveling one day between two cities, she found herself in the wilderness, and a whole pack of wolven happened upon her. The woman could not possibly survive so many orgasms, and so died with a smile on her face. The cloak was thought lost, presumably destroyed by those wolven, but perhaps, during their sated slumber, someone happened by and took it?

Ice Seal

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
Level Required: 20
Race Required: Torian

Appearance:
The original form is a startling clear aquamarine gem, but when active and being used, the Ice Seal coats the user in a fine layer of frost, shaping over existing armor and extending that shape into the image of talon like fingers, sharp protruding edges and a helmet and visor that appears carved from the element itself. These are only aesthetic and add no value in combat. When not active or in use, through its ability to change shape, it can become a stylized glyphic tattoo on the wielder’s hand, a silver brooch set within the hair, or a set of shoulder pauldrons.

Powers:
Mallable Element – (1 Slot OOB)

The ever changing nature of ice, from hard solid form to fluid liquid, quite contrary to its cold and frozen persona that many attribute to it. The element itself, imbued within the ice seal, allows that when it is in the possession of its true owner, it may take on any of three non-aggressive forms other then that of its armor like coating. Through will itself of the Caster, it can shift from that of simple brooch, a stylized glyphic tattoo, or equally aesthetic pauldrons that sit comfortably upon the shoulders. Not usable in Battle.

Element Aligned – (2 Slots Combat)

The item itself is said to have been an artifact of one of the elementals of old, though this is only speculated in Torian stories. It is however quite apparent that the Ice Seal is imbued with the element of the frozen north; its cold aesthetic beauty given more then what the eye perceives. When in battle, it becomes clear of this elemental alignment through use of any ice imbued spell – manipulations are made easier, costing less concentration, and more style is introduced within the spells to show that level of affinity.

Mechanics: Any ice spell within the Arcana Sphere is reduced in stamina up to half, or a minimum of 1pt to a maximum of 7pts reduced; this is usable once per day and lasts the duration of the combat scene. This can not stack with any other focus or stamina reducing enchantments.

History:
The Ice Seal is an ancient power that has been fabled, along with the seal of fire to have helped the Aesir clan survive from utter destruction against an army of monsters at the time when the Torians were exiled from the land above. The tale of this seal is said to go back many centuries, towards even the very dawn of the races, and the birth of magic itself. The Ice Seal is a sentient power that originally was aligned with a set of other seals, those being: fire, wind, earth, and a fabled void. This void is debated to be the root of all the other elements but its truth has long been lost.

The stories of these seals first surfaced when the world was in turmoil a long time past. It is said that these several elementals of old consisting of such elements above made a mutual pact with a band of warriors, ranging from mages to knights in order to bring an oppressive and destructive force to its knees. The warriors fought grand battles, one after another, utilizing the seals given to them by the elementals. At the last and most titular battle for this cause, a great shock engulfed the castle the oppressive force was housed in. In one all out attack, the warriors gave it their all to finish off the head of this tyranny and the form it took on. After the battle, neither of the warriors nor their seals could be found, though a witness or two would recall several lights rising and dispersing in mostly different directions within the air.

The seals now separated and presumably free from their binds of their pacts would house different areas of the land, lying in a dormant state, as if waiting for others. The Fire and Ice seal in particular made their recluse deep within the mountain range, bordering the lush warm from the cold arctic. In such a state these seals took up their place for hundreds of years. It has been told that many an individual explored these mountains in order to reach the seals, but in most cases they have been rejected, this rejection came off as light as a forceful push, towards as heavy as a complete incineration or being frozen to death. The seals were at their own discretion, and depending on what they thought of potential wielders, it would either be a blessing, or much a misfortune.

Centuries later that eventful exile of the torians would occur and as such, many groups were casted down upon the lands by the masses. The soon to be known Aesir tribe, was of course one of them. Disoriented and unfamiliar of the lands, the then small band of torians would begin their journey for perhaps a settlement of some sort, a place to live. They needed to keep alert and act quickly, for eventually, if not, they would surely perish. The small band of torians eventually became a vulnerable target by a savage band of beasts, composed of fearsome orcs in majority. They would eventually try and overpower the small band with occasional raids, though luckily what skills and magic they possessed at the time helped to fend them off, though the orcs had numbers to compensate for their losses and would continue to drive them further and further into a particular mountain range, the very same that housed the seals.

The band of torians, having suffered a few casualties from their first incident with the small army until now had no time to spare and would try to seek a path out, perhaps on the other side of the mountains where they could perhaps loose the orcs. Unfortunately, they knew little of the inner layout and were trapped in a large room, with the army of orcs successfully closing in upon them from either end or exit. Without an alternative the band of torians decided, even though severely outnumbered they would have to fight for their lives..or perish here within this unknown locale. Just when the orcs would begin to advance in upon them, two lights would seer the room in an intense flash of icy blue and fiery red. Before they knew it, pillars of flames and shards of ice would shoot out towards the aggressors. The magic was grand, unlike anything they have seen before, great shards and walls of ice would impale and crush the orcs, while a great blast of flame would snake its way around to consume the rest of the army, and any who would dare try to escape via the mountains pathways. Stunned, the torians would watch as the magic subsided, only to leave frozen and crisped corpses in its wake.

They would turn around, and behind them two seals were seen floating in the air, one a fiery red, the other an icy blue. Both would resonate and lower down to the band, the aura both seals gave off shown no hostility and thus, soon after, both seals would begin to communicate with this band of torians. Both ultimately were suggested that as smaller groups, if they would split up it would be harder for them to track down and that both seals, respectively would show them the way to separate yet equally inhabitable settlements in which they could call their new home. Ultimately the one band split into two smaller groups, and with the guidance of the seals would go their separate ways, one eventually making their way out the other side of the mountain range and into the arctic tundra. The other group would backtrack and disappear into the more tropical, humid, desert-like area. These seals were now their guardians, and as such, both clans eventually came to form in different locales. The Aesir Clan to the North, and the Fuehir clan to the West.

Many a generation would pass as the clans established themselves in their respectable spots, housing the seals in protective shrines and of course making them a part of their culture, hailing them as their protectors and blessing to their clans. As such, both seals, each at different clans would remain dormant while keeping an ever watchful eye on the clans, until the day would come that they would need to act again. The relations of both clans remained mutual and healthy, though, within the shadows, the tempting powers of the seals urged certain individuals to move and plot, slowly beginning to manipulate the growing clans by sleek invisible strings. Assassinations were brought out against ones own kin, tensions would build up within and between clans and before anyone knew, things had come to a breaking point.

Trusted elders and holders of power suddenly revolted, on both sides, slaying anyone in their way of the seals, though this wouldn't go without a response. A rebel faction amassed underground and with a combined effort, from insiders as well as outsides, this mysterious organization of conspirators were suppressed, and pushed out of the clans..it giving the chance to successfully restore things to how they were.

After the civil war within the Aesir and Fuehir clans, the Ice Seal's dormant state had been broken, its strength called upon in the midst of the war. Now, with a conscious state of being chose a particular individual as its protector and representative warrior. It had chosen its time to act once again, as it knew it would in order to lend its power to its chosen bearer.

It is said that the seals operate upon this principal:

"I act upon nor right or wrong, only on what I must. To seek out what is keen and what is just, within the bearer’s sake of trust. You and I will dissolve, becoming the same through and through. Bearer! We will become the same slate in order to strengthen the threads of fate.."

Iron Claw Master Vestment

Owned By: Crow Iron-Claw

Type of Item: Armor

Equipment Slots Used: 1

Description:
Class Restriction: Monk

A fairly simple looking worn-out dark robe not unlike one might expect to be in the possession of a monk appearing to have been in use for quite a long time already but somehow still keeping it together.

Powers:
Forceful Solitude (1 slot OOB):
The body of a monk is homage to the perfection and balancing of the mind, body and energy the monk possesses; over time it becomes clear that any foreign energy introduced into the body throws off this delicate balance. As a result, a skill was developed to stop the distorting energy and expel it from the body back to where it came from.

Mechanics:
This ability automatically negates any OOB spell that might be used or cast upon them. A firm 'tap' given back to the caster to alert him or her to cease what it is that they are doing. This ability has no affect on 'Anywhere or Battle' spells. OOB use only.

Iron body (2 Slots Combat):
The sharpen claw spell is central to the iron claw fighting style, only those that are reaching the line between student and master are able to take the field of magical energy and use it to not only harden their claws but their entire form. Turning the monks body into a true weapon.

Mechanics:
This ability does not add anything by itself it is a rp tool to allow for more variation in the attacks and not be limited to just using the same claw attack each round, it merely transfers the holders atk bonus from the number of slots in sharpen claw to other close physical attacks as well. This only works after sharpen claw has been cast and can only use slots of sharpen claw that the caster possesses. Example the holder casts sharpenclawx5 and instead of attacking with the claws performs a kick, the roll would still be !clophyatk +5. All regular stamina costs apply for the cast and the attack +5stamina for the use of the ability. This bonus cannot stack with any other attack bonus from items, spells or enchantments

History:
Oddly enough the robe itself does not appear to have any special ability however it has been worn as a symbol of mastery passed on from teacher to student for generations always present among the best and most dedicated of the iron claw users. The techniques belonging to the great masters practiced over and over thousands of times by each of the wearers over time imbued it with these skills passing on the knowledge and ability from one generation to the next. Upon taking up the robe for the first time the owner suddenly understands the secret of their long studied art. All the details that eluded them before suddenly appear to make sense and connect together. A realization that all this time the focus was never supposed to be about just the namesake of the style rather that the same energy that runs through the monk harnessed if only they had possessed the knowledge to keep their body pure from invading energy.

Last belonging to a master level monk who devoted their time to traveling and teaching the other members of the clan including one small bastard half-breed born into the clan fathered by a unknown chirot. Done as little more than a act of pity and before the training could even be completed the half-breed was forced to leave the clan through exile. Returning years later in a attempt to find her teacher once more never having strayed from what little she was taught but discovering she had been unable to train further without knowing the rest. The teacher had long since left and the half-breed had to flee upon being discovered back into exile distraught.

The teacher eventually heard of the return and set out to track down the creature finding her in what had been the half-breeds new home for the past years still training and attempting to work out the style for herself. Seeing this the robe belonging to the teacher of crow and given to her upon showing her dedication to the art of the iron claw style after years of solitary training.

Ishtar's Kiss

Owned By: Keaira

Type of Item: Device

Equipment Slots Used: 0

Description:
Small tarnished ring to fit around a finger, a faint reddish tint to it, almost like ruby

Powers:
Purifying the Form (1 Slot - OOB)

Before any ressurection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but one thing that is needed no matter who it is, is the approval of their god or goddess, and this is what this ability does. It allows a single prayer to be lifted to their deities ears so that the can request the power to continue the ressurection and claim from death what should be in life.

Mechs - Costing 1 stamina, and only to be used after both patient and ressurectors have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilised in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the ressurection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a reurrection atttempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the ressurectors full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the ressurectors has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the ressurection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the ressurectors 1 stamina for every one life point they wish to return to the target being ressurected. And requires for the resurrection to be successful that they return at least one quarter of the victim's life to them before they can fully become alive once more and the ressurection can be called a success.

History:
This article was crafted by the goddess's own hand and placed into the safe keeping of a trusted one, till the time was right and it would be needed toe state her will upon the world.

The state of war, meant that time was now, and so the ring was released and gifted to the one person who best knew the goddess's whim and ideals, as far as any mortal could do, and was charged with putting it to the use that it should be.

Ivy Ring

Owned By: Christolf

Type of Item: Device

Equipment Slots Used: 0

Description:
Ring of Ivy

Powers:
Gift of Tongues (1 Slot OOB)

Gaea is known by several different names, in several different religions...even if they have different names for her. This item allows the wearer to understand and, if need be, speak the language of the person they are currently conversing with.

Mechanics: The wearer must be in eye contact with the target for at least 5 seconds prior to this ability is activated, and lasts until the conversation ends by either party. Can only use once on a target once a day, and cannot be used in combat.

Wolves’ Nose (1 Slot OOB)

Sometimes just tracking your foe on foot is just impossible, especially during the snow and rain. Gaea has gifted this item's wearer with the ability to track also by scent, if the need should arise. Only the foes of Gaea have need to fear this.

Mechanics: The wearer may gain the heightened senses of a wolven, for the purpose of tracking their intended prey. It only works, however, if the wearer perceives them as a threat to Gaea's creation. Note that the wearer determines this...if the intended prey, in their mindset, is a foe of that which the wearer protects. Guidelines for this determination would be obvious signs of damage done to Gaea's plants, trees, etc. other otherwise obvious intents to harm her creation, such as setting fires, causing floods, using magics to wreck havoc upon her domain. It cannot simply be guessed at nor can ooc info come into play or the effects are negated. This has no effect in combat, and can not be used in such a situation.

Thorny Embrace (1 Slot OOB)

When the ring is first given to the wearer; they must undergo a ritual that binds the ring to them, and only them. If they ever try to remove the ring without performing the unbinding ritual, the ring attacks the wearer, thorns biting deep into the skin, and causing deep wounds. The last wearer of the ring lost their finger because they didn't perform the ritual correctly...but they were gotten free from the item.

Mechanics: The wearer must bind themselves to the ring by cutting their palm, and pouring their blood over the ring before putting it on their finger. Any attempt to put the ring on before then causes it to shrink, and become unwearable until such is done. The damage done by the ring is equal to 5 life for each round they try to remove the ring, up to a max of 20 life, at which point the thorns bite through the skin and bone, and sever the finger. If they stop attempting to remove the ring, the skin will heal at a rate of 5 life per round, until it is either fully healed...or some outside force finishes the healing process. This only effects the wearer, and cannot be used in combat.

History:
Belenus, one of the greatest of Gaea's disciples, had spent most of his life working to keep Her creation whole...working to be Her servant on this world. Soon after the destruction of Her first temple, and the murder of Vandar, Her first High Priest, Gaea had created this item to allow Belenus to track those responsible for the murder and destruction that took place there. She took three vines of ivy, twisted them in an intricate pattern over a piece of an unknown metal, and both blessed and cursed the item, before handing it, along with the robes Vandar wore, and the instructions for revenge. Belenus led a small army of Her followers through the forests and cities, tracking and killing those responsible by scent, by skill, and by luck. It took several years...but finally, the task he had been given was accomplished, as the last of the life's blood fell from the leader's veins. This mixed with the curse of the ring, binding it to Belenus as the ivy vines soaked in it. As Belenus returned to the meeting place in which Gaea had instructed him, she saw him covered in the blood of his foes...and was dismayed. She had wanted those responsible to pay...but She had not expected it to be so...bloody. The ring seemed to thrive on the blood...seemed to grow and become more a part of Belenus in his rage and anger. So, from that day forward, the ring always belonged to a military-like leader of the followers of Gaea...one who was so zealous, that they saw neither friend or foe when it came to the forests...just the protection of them, and doing their job, no matter what the cost.

Japhers Traveling Robe

Owned By: Logan Shadowhunter

Type of Item: Device

Equipment Slots Used: 0

Description:
At first glance the robe seems to be a plain dark grey travelers robe. Full length but with shortened sleeves to allow the hands easily to be used without sleeves getting in the way. It had a hood that can be used to cover ones head and a sash to tie it securely around the waist. Upon closer inspection one would see the insides are lined with deep pockets....very deep pockets. It seems to shimmer as well with a soft bluish glow but only when light hits it a certain way. Other then that it seems a plain unadorned robe.

Powers:
The Carriers Blessing (1 Slot OOB)
The cloak, seemingly a simple thing, but in reality much more, subtlety enchanted to allow the carrying of more items, many seemingly bottomless pockets sewn withing.. allowing the bearer to carry additional supplies and items about their person, meaning they could be more self sufficient.. but also allow the nullification of the weight of such items to allow ease of movement.

Mech: The wearer is able to carry more than their normal quota of items (Up to twice there normal weight - but only what can be carried in pocket or pouches.. no storing of weapons bigger than a dagger inside the cloak), seemingly with the robe items disappearing with out a trace, no bulge of lump left after something is slipped into one of the pockets. This does not give the ability to hold more slots than the character has.. just increases the weight they can carry without being encumbered

The Blessed Eyes of the Traveler (1 Slot OOB)
Once donned, this item seems to enhance the wearers natural eyesight.. allowing his eyes to pierce the foulest weather conditions.. or the darkest of nights.. as long as such is natural in occurrence, magical effects canceling this ability. The enchantment designed to allow the bearer to navigate in almost all conditions without fear of being lost due to darkness or bad weather

Mech: The wearer gains the ability to see through any natural weather pattern or darkness as if it were daylight. Magically enhanced weather or darkness negates this ability totally.


The Speed and Safety of the Traveler (1 Slot OOB)
Seemingly boosted by the cloak, the bearer apparently has a huge surge of energy within wooded areas, able to move at faster than normal speed, almost as if possessing extra legs to help carry his form along faster, also moving near to silently to allow him to reach his destination with as little interference as possible.

Mech: The robe allows the traveler to move as if under double gallop in any woodland area. This can Not be used as a escape from dice combat, thou they can run away before init and move faster then most could hope to catch and silent quick passage. The User of the robe moves almost silently and quickly so as to be able to get to his destination safely.
_________________

History:
Japher O`Connor was a traveling Bard about 1000 years ago, human and raised in a small farming community. At an early age he found he had a talent for music and magic. He was sent to a larger city at the age of 8 to study under a Mage and Minstrel by his parents. The boy was taught the arts by both men and was adept at them like none they had ever taught before. He seemed to be gifted indeed. Soon he was traveling on his own, bringing music and parlor tricks to the local towns and villages. He earned a rather good reputation as an entertainer and a rather bad one as a rake. Many were the mens wives or Barons daughters that had their hearts broken after his 'attentions'. And many were those that came after him once they found out. Japher loved his life and had no intentions of it becoming short lived by an angry husband.....but he was becoming infamous it seemed. One thing he could not do was ride o horses.....allergies would make him sneeze so bad that he'd topple right off them. He needed something thou to help him get from town to town quicker.....and evade those that decided to chase him. His magical training came into play then as he recalled certain spells and worked on ways of combining them. At his next stop he enlisted the help of a skilled tradeswoman to make him a cloak. Made from soft doe hide with a layer of wool that could be removed when the weather was hot. Next stop was the alchemist to get the ingredients for the spells he'd use on it. Traveling back home then he enlisted the aid of his mage mentor to help him. Days were spent in preparing the cloak and then the casting of the magic.

After 3 days it was done, Japher could now travel twice as fast if not more then he ever could, running like the wind. He also had deep pockets allowing him to carry more from town to town making his life on the road a hell of a lot more comfortable. Japher was never caught by any spurned lovers or their husbands and lead a rather comfortable life after that. As with all things thou eventually he grew old and died. Stories of the robe were lost then to legends for years to come. Over 900 years later in comes Angus Shadowhunter, a Tracker with his mate and young son. A local Magistrate had hired Shadowhunter to track a murderer that had killed a family in his town. The trail was days old by the time the Shadowhunters had arrived but Logan's father was a superior tracker. As payment the Magistrate offered a Robe that the town had inherited from an benefactor hundreds of years earlier. The Shadowhunters distrusted magic highly but once explained to Angus the Robes properties he could not deny how useful it would be to a Ranger like him...and his infant son. Accepting the offer the robe was passed on. Angus son Logan never new much about the robe simply that it was his fathers. They were killed when he was to young to remember much about it. After their death he took what was his fathers for himself but not much liking the heavy robe he'd packed it away in a safe place. More recently he'd lost his cloak, using it to tie off a wound on a moriel he'd caused. He loathed moriel's...they had killed his parents and they smell of her blood would never come out he knew. That's when he unpacked that old robe...and now he would soon learn what it was capable of.

Jewel of Lucia

Owned By: Miyuka

Type of Item: Device

Equipment Slots Used: 0

Description:
A small Mithril bracelet with a red 'dragon's eye' gem encrusted upon it.

Powers:
Lucia's Assistance (1 slot - OOB)
Two ghostly hands that can help move things around, lift and push, but due to their nature can’t touch people.

Mechs: Taking one round to concentrate upon the jewel to summon forth a pair of ghostly, but fully tangible hands. Able to lift, move, push and pull almost anything, up to a limit of 25 lbs. The main exception being living flesh, which this ability is unable to manipulate in the slightest. Once summoned, concentration is allowed to relax and the hands can be directed by thought of the wielder only, not requiring words or gestures to use. The hands are bound to the jewel and are unable to stray more then 25 yards away from it, if the gem is moved then the hands will be dragged, spilling and dropping anything that they might be holding at the time the gem is moved. Not usable in combat and requiring OOC consent for manipulation of someone else's belongings. The hands are not able to restrain a person in any way shape or form and if used to do so, they will immediately disipate.

Lucia's Fan's (2 Slots - Combat)
Summons a single or pair of bladed fans that are capable of being used in combat to both attack foes and fire magic from.

Mechs:
This ability, costs 4 stamina to cast, and summons a magickal construct that takes the form of either a single, or pair of bladed fans. Able to be used to attack physically with an atk bonus of 0, its real intent is to allow the bearer to channel their spells through it, allowing them to point the construct at another and chant the required incantation, where upon the spell is released from the center of the fans. It grants no bonuses to spells cast in this way.

History:
A rare item created by the Dark Goddess Lucia, whom was, in fact, a dragon that was worshiped and revered as a Goddess. In human form, the Dragoness' beauty was unrivaled, as was her choice in the most elegant of clothing to wrap herself in. She was known for her vanity, her love of beautiful things, and her dark desire for combat in all its' forms. The bracelet was said to be worn by those who had proven themselves to her.

Other historians argued that the bracelets were in fact blessings of a goddess of the moon, given to those whom walked amongst mortals as the goddess' Avatar. Anyone seen wearing such an item were known to be Incredible to look at, and had a singing voice so wonderful it was considered a blessing to hear such a woman sing.

The truth behind the creation of the item was shrouded in mystery, known to only one individual, the one whom wore it...all it's secrets and the reason for its' existence was hers and only hers to know.

Modified 08/30/12

Jewel of Strength

Owned By: Unowned

Type of Item: Armor

Equipment Slots Used: 0

Description:
A small green gem that could sit in the hand comfortably.

Powers:
Home Helpers (1)
Two ghostly hands that can help move things around, lift and push, but due to their nature can’t touch people.

Mechs: Taking one round to concentrate upon the jewel to summon forth a pair of ghostly, but fully tangible hands. Able to lift, move, push and pull almost anything, up to a limit of 25 lbs. The main exception being living flesh, which this ability is unable to manipulate in the slightest. Once summoned, concentration is allowed to relax and the hands can be directed by thought of the wielder only, not requiring words or gestures to use. The hands are bound to the jewel and are unable to stray more then 25 yards away from it, if the gem is moved then the hands will be dragged, spilling and dropping anything that they might be holding at the time the gem is moved. Not usable in combat and requiring OOC consent for manipulation of someone else's belongings.


Helpers Defense (2 - Combat)

Those same home helpers, came be called into being in order to help defend and trip an attacker upon the wielder of this item, able to drag any nearby item, upto 25 lbs in weight into the path to either trip their attacker, or provide a couple of moments of defense.

Mech: Takes one round to use this ability and costs 10 stamina in order to do so. The ability will take a nearby object and use it for their defense against a close physical attack that happens in the next turn. If used in such a way the object prevents the physical attack from landing on the caster; thus negating the need to roll a close physical defense, as the attack is blocked completely by the hands. The ability last one turn and can only be used once per combat, no matter how high or low the attack roll is from the opponent. Can only be used once per combat scene, and use of this ability render the gem useless for the following 24 hours, in order to recharge their powers.

History:
Crafted by a group of healers, not for themselves, but for those who really needed the help, those who were worthy of their assistance, but were too proud to seek one around all the time. This gem was made to enable those who were advanced in years, or in some way infirm and ill, and didn’t have the strength to do things for themselves. Crafted with knowledge of that spell unique to the healers, the one to help keep them safe from harm whilst healing, and was modified to allow it a little more flexibility, allowed to move items and objects, but not flesh for there was no need, to be able to carry out small tasks around the house, sweeping, lifting, carrying, pushing and pulling items within a certain weight limit.

Very few were made, as only specific circumstances would warrant the loaning of one of these items, and unfortunately times being what they were, theft was rife, as well as war and battles, which caused them to be lost to the winds of history.

Recently one was discovered by an inhabitant of Nanthalion laying by the roadside, its emerald appearance tempted her into picking it up, where upon she was gifted with insight into what it could do, and since that point, has been hers to use as she sees fit

Jörmungandr's circle

Owned By: Matwyn

Type of Item: Device

Equipment Slots Used: 0

Description:
The ring is carved from ivory and mithril, in the shape of an ouroboros, or a serpent eating it's own tale. On the inside, archaic runes, their translation known only to the bearer of the ring.

Powers:
Serpents Touch (2 Slots Combat);
The ring of the serpent is designed towards alerting the wearer to anything that might constitute a threat, especially magical wise. In this sense, when the ring is worn, and magic is casted by either subtle or not-subtle means against the owner, it will flex and squeeze the bearer's ring in warning. This pertains to any spell that is casted on the owner them self, a warning reflex initiated by the ring itself. It can not tell the wearer what kind of spell however, or who has cast it, only that it was used.

Serpent's Bite (1 Slot OOB);
At the will of the owner, the ring will duplicate itself in the form of clamps that circle nipples and sex, connected by a thin chain and controlled by the ring itself. These devices will manifest upon the victim by simply incanting the words inscribed on the inner band. Once in place, the bearer can tighten their hold, by simply twisting the ring.

Mechs; Requires OOC consent, lasts the duration of the scene then magically dispersed. The victim must be within eyesight for the power to effectively work. Not usable in Combat

History:
Jörmungandr's circle was crafted long ago, in the lands of the far north, by the Shaman it was named after, a Barbarian by birth, and a powerful shaman in his time, having been said to have circled the earth, he dealt mostly with the serpentine spirits, relying on speed, and trickery and regrowth, things which the snake spirit symbolizes.

Suffering from paranoia warranted or not, believe not just spirits were watching him but priests, and mages jealous of his abilities, at least within the mind of Jörmungandr, he communed with the spirits and bound a few into the ring, crafted with the assistance of a Dwarven Earth mage, Unfortunately this dwarf believed the ring to partially his for his contribution, having been a perverted man, he bound magics of a more mundane sort to the ring to tease and torment his slaves. Though this weakening its ability to detect who was casting upon its wearer, only that it would let them know a spell was cast.

Jörmungandr learning of Dwarfs meddling with the finished project began to argue with the smith, the ring worked wonderfully, alerting him to when spells were cast upon him, though the rocks erupting through the earth were a good sign as well. This battle sadly ended in a draw, as the stone brought down an avalanche killing both, the ring resurfacing every few decades passing from one to another.

Kalessin's Thirst

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
This strange piece of jewelry, a brooch meant to clasp a cloak, is formed of an unusual dark metal that is dull in sunlight but deeply lustrous in shadow; a half oval, its heart is a great red jewel carved brutishly into a twisted face, perhaps snarling, perhaps screaming, its forehead bulging with rudimentary horns and its eyes slitted with it’s fury or pain. This foreboding jewel's dark setting is, in contrast to its offensively basic carving style, delicately fluted and inscribed, although age has worn the details of the carvings away, concealing whatever meanings once may have had.

Powers:
Endless Cruelty (2 slots Combat)
::Description:: Known for their love of making others suffer, and for spreading cruelty in their wake, the followers of Kalessin infused this brooch with their dark thirsts, fueling the wielder's malice and malcontent during battle. It boils the blood of the wielder, drives him onwards when others would be lagging and panting for that second wind to continue on.

::Mechanics :: Much like the blood lusts of the barbarians, this disturbing brooch stokes the battle lust of the wielder to replenish stamina lost through attacks. With the landing of a successful clomagatk, the gem within the brooch begins to pulse a carmine light, growing ever stronger while energy is pumped through the body of the wielder. A roll of 1d5 is made to determine how much stamina is replenished from the brooch. Can only be used twice in a single battle - can only be used two times a week.

Dark Influences (1 slot OOB)

Due to the nature of the god that was worshiped, those that followed Kalessin imbued the brooch with a unique curse from all of their malevolencies, hate and twisted perversions. The one who wears the brooch thus finds that they themselves are no longer able to act as they once would have - instead finding their darker side forced to come out more and more often and a payment made if they fight to hide those darker traits.

:Mechanics: If the wielder doesn't cast a harmful spell on anything at least once every twelve (12) hours, his footsteps scorch the ground/floor. If he goes more than two days without doing so, he begins to hear murmurs and see things in his peripheral vision. After a week, he finds his empathy and trust for others severely diminished. OOC consent is needed for scorching of the floors of others private property.

History:
This strange piece of jewelry, a brooch meant to clasp a cloak, is formed of an unusual dark metal that is dull in sunlight but deeply lustrous in shadow; a half oval, it's heart is a great red jewel carved brutishly into a twisted face, perhaps snarling, perhaps screaming, it's forehead bulging with rudimentary horns and it's eyes slitted with it’s fury or pain. This foreboding jewel's dark setting is, in contrast to it's offensively basic carving style, delicately fluted and inscribed, although age has worn the details of the carvings away, concealing whatever meanings once may have had. There is little by which the trinket can be truly identified or dated, but it was found in a tumbled tower amidst the broken ruins of an ancient temple in the North seas when its discoverer's cutter was blown off course in a three day storm, nearly beaching itself on the half sunken island. The brooch's former owner was found with it; a rotting pile of bones in an age-bleached robe, curled up inside a small, hidden chamber within the smashed tower behind a broken wall that appeared to have been built from the inside, clutching a tome to his chest in one hand, and Kalessin's Thirst in the other.

Kirva's Reach

Owned By: Carthad Droman

Type of Item: Device

Equipment Slots Used: 0

Description:
Small little leather clawed hand, that hung from a loop of leather that had strength beyond its looks

Powers:
Purifying the Form (1 Slot - OOB)

Before any ressurection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but one thing that is needed no matter who it is, is the approval of their god or goddess, and this is what this ability does. It allows a single prayer to be lifted to their deities ears so that the can request the power to continue the ressurection and claim from death what should be in life.

Mechs - Costing 1 stamina, and only to be used after both patient and ressurectors have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilised in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the ressurection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a reurrection atttempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the ressurectors full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the ressurectors has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the ressurection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the ressurectors 1 stamina for every one life point they wish to return to the target being ressurected. And requires for the resurrection to be successful that they return at least one quarter of the victim's life to them before they can fully become alive once more and the ressurection can be called a success.

History:
Gifted by the goddess to one who would be entrusted with bringing her followers back from beyond the grave. Held in trust by that figure of power till time was right, and now it was, with all the upheaval in the world, it was needed more than ever and so it was released, gifted to the one in question who would best know how to use it

Kirva's Redemption

Owned By: Augustus

Type of Item: Device

Equipment Slots Used: 0

Description:
medallion in the shape of a spider web

Powers:
Purifying the Form (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but one thing that is needed no matter who it is, is the approval of their god or goddess, and this is what this ability does. It allows a single prayer to be lifted to their deities ears so that the can request the power to continue the resurrection and claim from death what should be in life.

Mechs - Costing 1 stamina, and only to be used after both patient and ressurectors have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the ressurectors full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the ressurectors has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the ressurectors 1 stamina for every one life point they wish to return to the target being ressurected. And requires for the resurrection to be successful that they return at least one quarter of the victim's life to them before they can fully become alive once more and the resurrection can be called a success.

History:
Gifted by the goddess to one who would be entrusted with bringing her followers back from beyond the grave. Held in trust by that figure of power till time was right, and now it was, with all the upheaval in the world, it was needed more than ever and so it was released, gifted to the one in question who would best know how to use it.

Kirva's Rose

Owned By: Atis`dai

Type of Item: Device

Equipment Slots Used: 0

Description:
A rose straight from Kirva’s own dark heart, all thorns and no blossom. It takes the form of a simple Mithril bracelet. The item winds up the owner’s forearm ending just before their elbow. It takes the shape of thorny vines, those thorns biting directly into the wielder’s flesh, every slight nick marking them as Kirva’s own.

Powers:
Vines of Corruption (2 slots, Combat)
Using this ability, the Owner can summon the vines that bind his forearm into startling realism. Magical in nature, the vines will follow the will of the Summoner, seeking to ensnare the target. Four vines may be summoned forth, and directed by the Wielder to wrap around the limb of his choice, one at a time, until the victim is properly subdued. Arms, wrists, ankles, thighs, the vines will snap towards the limb to fulfill the wearer’s wishes. The vines would feel real to those bound, sharp little thorns digging into their flesh, enough to make them uncomfortable, but not to cause any real harm. Once he is satisfied that the victim is properly subdued, he may direct them as he chooses, and manipulating the person’s bound form. The spell will not allow the victim to be tugged beyond the natural reach of their limbs, nor can a vine target the neck area in an effort to hang the victim.

MECHANICS: This ability allows the Caster to summon a magical binding in the form of a ‘thorny vines’, each summoning permitting the use of up to 4 vines. The wielder must specify which limb is being targeted before they roll, then a simple !ranmagatk vs. a !ranmagdef roll is used to determine success. Each round, one of the four vines may be thrown and, if successful, will latch around a victim's limb. If both legs are captured, then movement is impossible, if both arms are captured then fighting or spell casting, without some other ability, are impossible. If all four limbs are caught, then the victim is subdued and is at the casters mercy till they are let go. The spell can only be used once per scene until all four attempts have been used (succesfully or not), and lasts till end of the scene. A successful hit that would cause damage would also cause the vines to fade away instantly.

Corruption of Form (1 slot, OOB)
With but a thought and a gesture, the wielder of this can bring forth a single vine in startling realism, sharp and thorny, to be used as he wishes, or to mold in shape and dimension (up to a volume equivalent to the wielder's forearm) to fill his every whim until banished. Allowing the one who Wields this item to create any toy that meets his desire, from using the thorny vine itself on his victim, to being able to create a dildo, a ring gag, a flail, literally anything that catches his fancy, though only one item can be summoned at a time.

MECHANICS: The created toy lasts until end of scene and then disappears. OOC Consent needed for use of this ability, not usable during combat.

History:
It had been a simple black band, a gift, won in a contest that was sponsored by the Dark Mother’s temple, fabric that had been imbued with her powers, bathed in the blood of her faithful. A trap, waiting, slumbering, until the moment would come to awaken it, to bond it to the flesh of its owner, to enhance the seed of corruption already placed in his chest. A drop of his own blood it had been, a careless dealing with his essence, that had, inadvertently, been lost upon the cloth, greedily absorbed into, awakening the curse, and the blessing, that would spring forth from it.

Kirva was of corruption itself, of the tainting of good people, turning them to her darkest of needs, and so, no victim was more sought out than one who served her with reluctance, who whispered her name in reverence, because her temple had been opened to him, where others had been closed. It was not much, but it was a hook of her claws into his heart, and from there on, her poison begun to spread through his body, and it fed the band, nourishing it with every beat of his pulse, letting it gain strength over the time of weeks, of months, until, one day, while it’s owner slept, it in turn awakened. Twisting, turning, color shifting, still black, but with small thorns rising from the surface, sharp tips opening pale flesh, it drunk from him, it satiated its need upon the blood stream of it’s Owner and slave, both the same under Kirva’s eyes.

He woke up, shocked, surprised, to hold up his hand, where a slight pain had roused him from slumber, just to see how the band had turned into vines, shifting, drawing along his forearm, dragging those sharp tips over his marble skin, cutting little wounds, from which blood would flow in thin streams, tainting his skin, and those vines with his pure vitae. More so, he could feel how they hooked into, whispered to his mind, how they proclaimed him to be their Master, and their slave, both at once, and how they would serve, and be served in turn. And with that, they turned, they flattened, they shifted, taking the form of a Mithril bracelet that protected his arm, ready, upon his command, to spring back into life, to drink upon the pain he could inflict upon others, and to shepherd him further down the dark path his life had taken upon accepting the gift in the first place. There are no thorns, which cut as deeply as those of Kirva’s Rose.

released 7/05/10

Kirva's Touch

Owned By: Eraelabryn

Type of Item: Device

Equipment Slots Used: 0

Description:
Medallion in the shape of a spider web

Powers:
Purifying the Form (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but one thing that is needed no matter who it is, is the approval of their god or goddess, and this is what this ability does. It allows a single prayer to be lifted to their deities ears so that the can request the power to continue the resurrection and claim from death what should be in life.

Mechs - Costing 1 stamina, and only to be used after both patient and ressurectors have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the ressurectors full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the ressurectors has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the ressurectors 1 stamina for every one life point they wish to return to the target being ressurected. And requires for the resurrection to be successful that they return at least one quarter of the victim's life to them before they can fully become alive once more and the resurrection can be called a success.

History:
Gifted by the goddess to one who would be entrusted with bringing her followers back from beyond the grave. Held in trust by that figure of power till time was right, and now it was, with all the upheaval in the world, it was needed more than ever and so it was released, gifted to the one in question who would best know how to use it.

Kiss of Flame

Owned By: Adrienna

Type of Item: Device

Equipment Slots Used: 0

Description:
Appearance: A black mithril choker with moriel script etched around the band, a metal spider set at the center of the band over the throat. The spider’s legs wrap back around the band, diamonds set along the legs, and an exquisite ruby etched with the symbol of Kirva adorns the spider’s body.

Powers:
Inferno Servant (2 Slots):
This effect gives the wearer of the choker a fiery spider as a familiar, bonded at the ritual level. The spider itself is summoned by removing the ruby at the center of the choker, placing it down and speaking the command word. Likewise, the spider can be returned to its inert form as a ruby and hidden away, placed back on the choker. This power cannot be used in combat, and can only spy on scenes that the wearer is not involved in without ooc consent.

Eye of the Spider (1 Slot):
This ability gives the choker’s wearer and extra sense about their surroundings. Though it’s not like true sight, as the wearer isn’t actually looking through a physical eye, they gain images in their mind of what they are unable to see that wouldn’t normally be obscured if they were looking directly at it. It also allows the wearer to scry through the eyes of the spider familiar as long as they concentrate, though the vision breaks if that concentration is broken. This power cannot be used in combat, and can only be used to scry on scenes that the wearer isn't involved in with ooc consent.

History:
Once the property of a moriel priestess centuries ago, who had an affinity for flames. She had this choker commissioned, infused with magic, and blessed by the Dark Mother herself. The priestess even bound her spider familiar into the choker, to allow summoning him at will with the use of the large ruby set into the band’s center, the spider taking on the element of fire after being bound within.

She held her House in an iron grip for years, until finally her eldest daughter decided it was time that control changed hands. She attempted to kill her mother, but the power of the choker easily thwarted the clumsy attempt, allowing the priestess to sense her daughter’s approach and spoiling the element of surprise. Unfortunately, it wasn’t enough to thwart the daughter’s cunning, and she managed to sink the dagger into her mother’s heart.

Victorious, she claimed her mother’s choker as a symbol of power, and placed it around her neck. The choker, and Kirva, found her wanting, and in a flare of searing heat she was reduced to ash. Kept as a symbol of the House’s ruling matrons, and worn only as a sign of Kirva’s favor, in the end it was lost when the House finally fell to external forces.
_________________

Kiss of Life

Owned By: Laki

Type of Item: Device

Equipment Slots Used: 0

Description:
Item base: Collar
A blessing yielded by Ishtar, in the shape of a collar consisting of thorned vines around the neck of the goddess' chosen with a heart at the center of throat. It appears as if a normal tattoo in most situations, though when channeling Ishtar's power, either through prayer or through arousal, does the tattoo start to shimmer, the glow growing stronger the closer the chosen draws to her patron.

Powers:
Purifying the Form (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but one thing that is needed no matter who it is, is the approval of their god or goddess, and this is what this ability does. It allows a single prayer to be lifted to their deities ears so that the can request the power to continue the resurrection and claim from death what should be in life.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the resurrector.s full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim's life to them before they can fully become alive once more.

History:
Gods strive to spread their influence, their symbols to be made visible to all. As the domain of Ishtar changed with the emergence of Ilfirian empire so did the symbolisms attached to her, the once goddess of love and war now worshipped as that of pleasure and slavery and so new, more fitting imagery was being connected to her. The blessing has thus held many shapes through ages, the latest symbolising the goddess new domain: Slavery and pleasures. The blessing is wielded by those of Ishtars choosing; When a devout strong enough in connection to the goddess arises she blesses that person with power over death, granting them an ability to bring souls of dearly departed back to the mortal coil.

Lifegiver

Owned By: Caolan Leafwhistle

Type of Item: Device

Equipment Slots Used: 0

Description:
A single mithril earcuff, delicately crafted. A great number of twisted vines and leaves wrap around the cuff, and a simple, single quarter note standing boldly in the middle, engraved like the vines and leaves.

Powers:
Linking the Bodies (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but once they have prepared the dead body for the resurrection they can then infuse both themselves and the dead body with a link, enabling them to continue the resurrection using their own body and soul as the anchor to which they will bind all else in order to make the ritual a success.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the resurrector’s full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim's life to them before they can fully become alive once more.

History:
A crest that every Leafwhistle gains upon reaching their maturity, it is given by the eldest member of the clan in the form of a ring, ear cuff, or earring. The ear cuff sits on the left ear, near the center of the ear, and was designed by Eramius Leafwhistle as ways for the family to identify other members.

Light and Desire

Owned By: Myra

Type of Item: Device

Equipment Slots Used: 0

Description:
Made of a metallic shiny material that isn't quite metal, but reflects light as if it was, forming twin wings that reach around neck to the clasp, joining at the centre of throat against a pendant the shape of a heart, set within that pendant is a brilliant Sapphire

Powers:
Light Drinker (2 Slots - Combat)

The darker side of this item, charging one single spell of a wielder into something more insidious, allowing stamina lost to be added to the wielders own reserves, instead of simply frittering away into nothing.

Mechs:
This ability only works in conjunction with Lightning Bind. If the Lightning Bind attack is successful, then the stamina lost by the target is added to the bearers own stamina reserves, instead of being lost to nothing. Use of this ability will not allow the wielders stamina to go over their natural maximum.

Ideals of Desire (1 Slot)

The item gives the wielder the ability to sense the surface thoughts and wants of another, to allow them to gain a brief insight into what one might desire, be it sexual or otherwise. This isn't mind reading as such, this is more plucking surface thoughts from the person observed and combining it with expressions and actions that they make.

Mechs
Costs 3 stamina to use this ability and with a Ranged Magical Attack roll, or OOC consent, the wielder of this item is able to pick up and gather information upon what a person desires at that moment in time, either sexually or otherwise. It is a combination of characters actions, surface thoughts and expressions. OOC Consent required. Not usable in battle. Usable three times a day.

History:
Crafted by a series of bards and mages who wished to create an item to allow for peace and serenity though the land this necklace, shaped like a pair of wings that extended up around the wearers neck, meeting at the centre of one’s throat and attached to a heart shaped pendant, in which was mounted a brilliant sapphire, was there hope of peace and quiet, imbued with a sense of quiet and well-being, the aim to allow it to cause others to feel the same sense of peace and serenity and not fight or argue amongst themselves, and to everyone’s great surprise it worked, it worked really well.

One hundred years on, the necklace having been passed down from generation to generation, and the surrounding land suffering no violence at all, in fact the land was in a state of such bliss and tranquillity that it had run itself into the ground, nothing being worked on, nothing being built or farmed, people were just enjoying simple serenity of their lives, going from one day to a next, depleting all the resources around them. Finally a stranger come to the land, who recognised the apathy invading the place for what it was, taking advantage of the situation for his own wicked ends, before finally acquiring the necklace and leaving the land, his own items left behind, which turned the country upside down, causing lovers to hate, friends to turn to enemies.

And so the necklace disappeared into history, passing around the place as it was sold on, brave souls donning it to suffer the same fate as those in the past, others just hoarding it for its look and value. But time has a way of changing people, and it also has a way of changing items, many a time the item was laid into the hands of a aeromancer, or one of those great air mages, in hope that they might be able to withstand the effects, but none had. But an unforeseen side effect of that passing around, was the slow changing and manipulation of the item’s effects, the serenity slowly growing less, requiring effort to put it into effect, whilst it developed an affliction, causing one of the seductresses own abilities to shift in nature, some might think a boon, others might think a curse for that shifting.

And so history carried the necklace onwards, eventually it landed in the land of Belariath, outside the town of Nanthalion, only to be passed onto a torian aeromancer, and history now awaits with baited breath to see what she does with such power in her hand.

redone and released on 5/24/2010

Lillia’s Secret Mirror

Owned By: Sutara

Type of Item: Device

Equipment Slots Used: 0

Description:
The back and handle of the mirror is inscribed with archaic high elven and dark elven runes, each overlapping across one another and said to be linked to the story of the originator of the item. It is a combination of mithril alloy, ivory and pearl overlay. The glass itself is made of a red-tint, almost like a ruby, and the frame glows a soft archaic blue when its powers are being used.

Powers:
The eyes of Lillia:
The flashing deep crimson of the mirror glass is endowed with the perception of the Far Scry spell; its power activated by a token of the person wishing to be seen. This token could be a scrap of clothing, a lock of hair, anything having been in possession of or grown from the victim. As the spell reaches out, it reflects the immediate vicinity and actions of what the victim is presently doing. This is a visual reflection only, and does not allow for auditory perception of what is being said.

Mechanics: The victim can resist with a !r dINT vs dINT, the higher of the two winning. If it is resisted, the victim is instantly aware of someone attempting to watch them, but will not know who or where while the user is still able to scry. The token must be an item that the victim was in possession of for more than 12 months; however, anything grown from the victim does not carry with it a required time stamp. Once a token is used, it can not be used again and a new token would need to be acquired. The scryer can only see the victim and a perimeter of two feet around them; the image is visual only, no listening, and lasts up to !r 1d10 actions. The distance one can scry is up to 500 ft . Not usable in Battle.

The heart of Lillia:
The influence of Lillia continues during the process of watching the chosen within the mirror's reflection. While the eyes are in full effect and have not been resisted, Lillia can attempt to sway or change the emotion of the victim through added concentration. This can be as subtle as stroking the anger of someone already incensed, or causing lust to burn in their loins with an embarrassingly abrupt result.

Mechanics: The cost of this spell is 1 STA per 100 ft marked between user and victim. This can only be used when the Eyes have been in effect for a full action and not resisted, and lasts only as long as the user can see their target. Requires OOC consent prior to use. Not usable in Battle.

Magic Mirror:
While both 'eyes' and 'heart' can not be used by any other but the owner of the item, Magic Mirror is used specifically to sow the seeds of discontent among the faithless enemies of the Mother. The mirror, having been given a token of the curious one's energy, will answer a single question through a visual representation as answer. This 'reflection' can be the scene of an event that has, or will, happen. It is not always the true answer, not even the owner of the mirror could guess at the answer's validity.

Mechanics: This requires 5 STA from the querant. The one asking may ask one question that involves the immediate past, present, or future. The mirror, with OOC consent from all involved (including anyone involved in the question), will then reflect a representation of the scene or event in question. The truth of the image is determined by a !r 1d3; 1 - Truth, 2 - False, 3 - Mixed. This truth is not known to the owner, and may not be known to the present user ICly, but the scene is then presented at the discretion at either owner or user through the mirror's surface. The same question can never be asked twice, and is limited to one query per day. If OOC consent is not gathered before hand, the given ‘answer’ or scene will always be False and devoid of the individual being asked about.
Not usable in Battle.

History:
Lillia, the daughter of a Lord set to watch the Northern Border against the Dark elves during the great Kin wars. When Kirva fell, and the shards of her power were shattered, Lillia watched as the chosen race of this proud Goddess marched into the Gloom. She became determined to follow after them in a plan to both conquer the last of them or to kill the Goddess to whom they followed. Of course, being a great Sorceress as she, even the high elven maid could not count on just how much power Kirva had left, and unknown to her, carried the key to which Kirva would reclaim a portion of her pantheon and power inside her.

Into the very depths, she took those men faithful to only her, sword drawn and a cold determination set in ice blue eyes. It was not the sound of the cavern walls that surrounded her that set off the grind of her teeth, but the sound of her quarry laughing softly in her ear. Even diminished as she was, Kirva held the strings of this marionette show, scolding the high elf for her temerity as she forged into the darkness.

There were battles, hordes of the deserters rising up from crevice and stone to bring down the Sorceress and her faithful, no end in sight as one doggedly pursued the other. Only until one night, when the Sorceress slept within her tents, did Kirva deign to visit her in her dreams. Many wonder what the conversation might have been; Mystics proclaimed that it was revealed to Lillia that she was indeed a Scion of one of Kirva’s pantheon, and her sacrifice would give birth to the demi-Goddess Sophaughidrin. The truth of it is still unknown, but one thing is certain, as the Goddess haunted the Sorceress in her dreams, the heart of the mortal was removed – shattered like glass, and thrown to the far reaches of the world.

Lillia was no more.

The shards themselves were lost in time, but during recent events, some have surfaced in a bizarre attempt to gather them into their original form. These items include the Bell of Tyvrn, the Mirror of Lillia, the Two Tomes from the House Lillia was a daughter of, and the Chalice of Rebirth. Each of these items carrying with it an enigmatic power which connects both the daughter of the high elven house, and the Great Mother of the Gloom born, Kirva.

Given to Sutara 6/04/10

Love's Charade

Owned By: Adonai Ayres

Type of Item: Device

Equipment Slots Used: 0

Description:
Silver ring in the form of two snakes entwined around each other, splinters of ruby set in eye sockets.

Powers:
Divine Ecstasy (1 Slot OOB)
This power controls the victim's libido and senses. With a mere touch, the bearer takes complete control over the victim's nerves, allowing them to stroke the victim to a level of mind-breaking pleasure.

Mech: Clomagatk vs clomagdef is used if the target wishes to resist the power. OOC consent required. OOB only.

Serpent (1 Slot OOB)
This devious power seems to draw upon the seductive quality of the bearer's voice. Upon activating this power, the bearer begins speaking softly to the victim. While speaking in a low pleasant manner, unthreatening, and non-hostile, the victim is unable to do anything more than stand and listen. Any attack on the victim or caster instantly breaks this effect. Otherwise, the bearer is free to touch, move around and even disrobe the victim and they would be unable to stop her.

Mech: Ranmagatk vs ranmagdef is used if the target wishes to resist the power. Without OOC consent, a completely unwilling player who fails their Defense roll can be stripped and that is all. This ability requires that the bearer continue to speak, non-stop, throughout its use. OOB only.

Obsession (1 Slot OOB)
This power is somewhat more 'lasting' than a mere Sexual Suggestion. Upon a success, a single victim is imbued with a lengthy modification to their libido. The victim's thoughts are altered and magically changed to focus their attention and thoughts upon nearly anything the bearer wishes; from delivering a long-lasting need to orally pleasure whomever they come across, to being unable to wear clothing in public.

Mech: Clomagatk vs clomagdef is required to pass on this magic to the victim. Upon success, the victim passes into a trance like state and is utterly open to the bearer's wishes. The obsession lasts for one day and requires explicit OOC consent. OOB only. Usable only twice per week.

History:
The ring's origins date back to a time when magic was just blossoming and branching out in all new directions, creating effects never before seen. The spell casting sirens, the Seductresses, were one of those first Schools and amongst that unique School was a High elf woman named Narissa.

Narissa was born from the High society, a purebred woman raised on the Noblest of ideals, such as honor, selflessness and the purity of love. She was, of course, disillusioned of her ideals eventually as all beings are that live for centuries.

Her love, her husband, made off with a human woman some 300 years his junior, much to the delight of High society and much to Narissa's unending humiliation. This was the spurring she needed to pour her heart into her Craft, and that craft's culmination was Love's Charade.

While wearing the ring, the spurned wife was able to cast her most devious magics secretly, simply by willing them, instead of announcing her efforts with obvious spell-casting. A centuries worth of waiting and planning paid off in one night's work when her former husband was discovered abed with the Goblin Ambassador. All two hundred pounds of male Goblin.

Love's Charade was passed onto Narissa's apprentice the following day, her pride soothed. It has, since then, passed on through the ages to the present, discovered entirely by accident on the dusty shelves of a burnted out Keep in the northern wilderness...

Love's Persistence

Owned By: Schylla

Type of Item: Device

Equipment Slots Used: 0

Description:
Initially Love's Persistence appears as a gilded rose, in a brilliantly polished gold. Once activated in either the left or right hand this turns into a very artful black rune upon the bearers neck that reaches from collar bone to up behind the ear upon the same side. The rune fluctuates between its black dormant state and a pinkish imbued state.

Powers:
Never Aging: (2 Slots – OOB)
Wrought within the item was the power that, once combined with the powers inside the bearer, begins to change and extend their lifespan beyond what is considered normal.

Mechs: The bearer does not get older in appearance and sometimes continues to show aspects of youth not entirely skin deep. Much like an elf, they do not appear to have a finite lifespan, at least not one as defined as a human's. This does not enhance healing. It is merely an extension of lifespan.

Helping Hands: (1 Slot OOB)
After some time, the bearer of this item will find that they can command a certain unseen force, similar to Telekinesis but stronger. With a little concentration they can call upon the force, and it can be used to move, carry, and interact with things in the world around her while she concentrates on other things.

Mechs: Taking one round to concentrate upon the power to summon forth an invisible force, not unlike a pair of hands in their utility. Able to lift, move, push, and pull almost anything up to a limit of 25 lbs (about 12kg). Once summoned, concentration is allowed to relax and the hands can be directed by thought alone, not requiring words or gestures to use. The hands are bound to the caster and are unable to stray more than 25 yards away from them. If the caster moves outside this range the hands will be dragged along and drop anything that they might be holding at the time. Not usable in combat and requires OOC consent for manipulation of someone else's belongings or person. The hands are not able to restrain a person in any way shape or form and if used to do so, they will immediately dissipate. Also, the hands, though invisible, themselves are also unable to move through armor or clothing, just as any ordinary pair of hands.

History:
A gilded rose. Not an uncommon item in the hands of nobles that appreciate beauty and preserved things. This item is, when activated, transformed into a rune upon the bearer's neck, going from their collar bone to behind the ear on the same side. It begins black and often transitions to a pinkish color when it begins to draw energy from the arousal of the bearer. The history prior to Schylla is relatively mysterious, though it may have been created rather recently. Schylla herself has often been regarded as relatively inundated with magical mishaps and power. When the two combined by recommendation from her teacher, it created an odd synergy that makes this item both indispensable to the woman and to the people who care about her continued existence. The twice-cursed ginger now possesses that which her predecessors coveted, life as eternal as the elves.

Luthon's Might

Owned By: Farvel

Type of Item: Device

Equipment Slots Used: 0

Description:
A ring made of mithril, the inner and outer layer of which have a central blue line on it in the shape of lightning going all the way around it, which sparkles when one of the ring's abilities is used.

Powers:
Titillating touch (1 slot OOB)
By means of this ability, the caster can use his own hand as an electric conduit, creating an invisible static field, spreading from the ring to the rest of his hand, that affects the victim wherever they are touched. The intensity of the field is controlled by the caster, from a mild tickling sensation that might even be perceived as pleasant, all the way up to a level of excruciating pain, but no physical damage can be caused by this.

Mechanics: OOC consent required. Not usable in combat. If the victim is not bound and chooses to resist, a clomagatk versus clomagdef roll is required.

Sex Toy (1 Slot OOB)
With but a thought and a gesture, the ring begins to sparkle and the outer layer begins to stretch and split, slowly changing its shape into any item the user wishes, in any shape and dimension (up to a volume equivalent to the wielder's forearm) to fill his every whim until banished. Allowing the one who Wields this item to create any toy that meets his desire, from using the item itself on his victim, to being able to create a dildo, a ring gag, a flail, literally anything that catches his fancy, though only one item can be summoned at a time.

Mech - Toy lasts until end of scene and then disappears. OOC Consent needed for use of this ability, not usable during combat.

Obsession (1 Slot OOB)
This power is somewhat more 'lasting' than a mere Sexual Suggestion. Upon a success, a single victim is imbued with a lengthy modification to their libido. The victim's thoughts are altered and magically changed to focus their attention and thoughts upon nearly anything the bearer wishes; from delivering a long-lasting need to orally pleasure whomever they come across, to being unable to wear clothing in public.

Mech: Clomagatk vs clomagdef is required to pass on this magic to the victim. Upon success, the victim passes into a trance like state and is utterly open to the bearer's wishes. The obsession lasts for one day and requires explicit OOC consent, as well as a lengthy PM discussion with the victim to ensure that no boundaries are crossed.. OOB only. Usable only twice per week.

History:
Long ago, at a time long forgotten, rumor has it there was a sorcerer called Luthon. Little is known about him, not even his race, only that he was a mage, and a very powerful one at that. So powerful that he had his own personal fiefdom, his own personal guards, and of course his own personal slaves. Or so the story says. Taken from anywhere his guards would raid, mostly unwillingly, they were by the dozens, encompassing all kinds of races and ages, and once captured it wouldn't take long for them to be broken to do his will.

But Luthon wanted more. He wasn't satisfied with having his slaves chained up and forced to serve him out of fear. He wanted to control their very minds, to strip them of any spark of resistance and turn them into mindless, horny sex toys. He wanted them to have no other thought but an urging need to serve him, to please him, to obey his every command no matter what.

And so he set about that task, using his slaves as tests subjects as he cast one spell after another, mixing them around, adjusting them as he could. For years he continued on this path, but time was not an issue for him. Countless slaves were tortured in the process, but again that was not a concern of his, they were after all his property, to do as he pleased. Finally, as time went by, he had reached what he was looking for, and had stored that magic in a powerful ring he had crafted for the very purpose. And then…

No one really knows what happened then, for this is as far as the story goes. Maybe one of the slaves took revenge on him. Maybe the power he had unleashed had driven him mad, or simply destroyed him. Maybe he simply died of sickness or old age, or was killed in an attack of some sorts. Or maybe he never existed at all. After all, it is just a story, and no one knows what part of it is true, if any.

Rumor has it, though, that details of the location of the ring, and the secrets to unlock its power, are hidden somewhere in one of the multitude of ancient tomes hidden in the library of Umbara, for those brave enough, or foolish enough, to go looking for it.

Mark of the Deceiver

Owned By: Braids

Type of Item: Device

Equipment Slots Used: 0

Description:
When bonded with the crystal the mark itself is placed around the left eye, appearing as an elaborate tattoo

Powers:
Chaotic Form (2 Slots Combat):

When used, this effect will allow the bearer to manipulate their own physical form into that of another humanoid race, making a change within 40% of their original height & weight. The bearer keeps all their original stats, and while may effect the shape of a hulking Troll, will not carry the strength of one. While They may choose to appear as a Torian, they can not fly. The illusion feels real, with the exception of outer extremities (such as wings) that are not a natural part of the wearers anatomy. This lasts the duration of a scene, can be maintained in battle, and is usable once per day. Detect Illusion can be used to see through this false design.

Chaotic Self (1 Slot OOB)

This effect may be used in conjuncture with Chaotic Form, or outside of it. It allows the caster to change their physical coloring (hair, eyes, skin, etc), and in addition to grow exterior extremities, such as a tail, ears, or horns. Not usable in battle, with a 2 STA cost per use. No additional spells can be used in conjuncture with the new growths. IE can not use glimmering tail for example on magical tail.

History:
An item crafted long ago by the goddess Lucia, deity of the Night. The crystal was given to a moriel priestess long ago to aid her kingdom during a great and terrible war. Legend states that the crystal bonded to her very soul, a process so powerful that it left the dark elf with ivory white skin and violet eyes. With her ability to transform at will the woman was able to get into the enemy king's court, where she assassinated him in cold blood. This brought the war to a swift end, although the victory would only be short lived. Not wanting her subjects to think that some lowly priestess had ended the war, the queen took full credit for the murder, stating that it was she who the goddess had blessed. She then had the woman thrown into a prison, where she stayed for over a year wallowing in her hatred.

Fully overcome with grief and despair, the priestess used her abilities to escape her cell and encounter the queen in her bed, slaughtering her beyond the point of recognition. Covered in blood and gore, the priestess called out to the goddess, asking why she had left her in despair for so long. Feeling pity for the priestess, Lucia whisked her away from the scene and deep into a forest on the other side of the planet. She would then take her crystals and her memory, giving the priestess a chance at a new life. She then hid the crystal in a secret location, the goddess knowing that one day she may need that power.

Thousands of years later the priestess, now known as Braids, would find the crystal and once again bear the Mark of the Deceiver.

Mark of the Draugrim

Owned By: Christine-Daae

Type of Item: Device

Equipment Slots Used: 0

Description:
Mithril amulet in the shape of a wolf’s head, enameled black with a mithril chain, small pale sapphires as the wolf’s eyes.

Powers:
Touch of the Pack (1 Slot OOB):
By reaching up and touching upon the amulet, the wearer is granted a boon of healing, up to 15 points of damage are healed. This ability is only able to be used out of combat though and takes 15 stamina to activate.


Faolan’s Treasure (2 Slots OOB): This ability allows the wearer to call forth their familiar from anywhere they might be, except in the middle of battle. This requires a ritual bond with the familiar though, and cannot be used in flight either. By touching upon the amulet it activates a call spell, bringing the familiar forth to the wearer’s side.

History:
Coming from old write up

Mask of the Damned

Owned By: Joker

Type of Item: Device

Equipment Slots Used: 0

Description:
A mask made of tempered iron, rusted over many years of use and countless blood spilled upon it. It was plain at first, almost no distinguishing features as none were needed for what it was originally intended for. Yet over time it changed with the corruptive energies and dark emotions that poured through it over ages of use, becoming a twisted visage of a man, or perhaps that of a vile beast. Whatever it appeared as now, the emotion carved into the crimson metal now was clearly hatred and rage. A terrible sight all its own, it holds an even more horrifying past.

Powers:
Vision of Despair (1 Slot OOB):
As with the item itself is a mask, so must the person see its face to be affected by its power, which isn't all that hard. The first of its dark powers is to instill despair in all those who gaze upon it. Well, all except the one who wears it, of course. Giving them a feeling of unworthiness, to be unapproachable, that even if to enage the bearer in battle would be utterly futile and that their end would come. Generally this power was meant to keep the bearer from battle by making all who gaze upon it to feel despairity and drain any other feelings they had towards the bearer away. Unfortunately it would always keep away any love interests or those seeking pleasureful company as the masks powers would drive them away with that same gut wrenching feeling of despair. It wouldn't be very fun to wear it while in the company of others. At least, not in front of 'invigorating' company.

:Mechanics: Ability is OOB only and effects only those who give their OOC consent. Those afflicted will be overcome by a feeling of despair and will avoid the one wearing the mask by any means possible. These effects can only work on a person once a day.

Terrifying Visage (2 Slots Combat): The true malevolent power of the Mask. By gazing close into the eyes of the wielder, a vision, an image so horrible and evil the mind cannot accept what it sees. Pure unrelenting terror and fear rip through the persons body at what he seems before him. And yet what he sees cannot even be explained or described, the thing that he sees too grotesque and monstrous to be put into words. This mind destroying fear has but one purpose; to literally scare the life out of its victim. Those that do survive the experience are left broken and stunned by what they witnessed, some even driven to madness. But all the same, they will never forget what it is they saw, and pray to never experience it again.

:Mechanics: Can only be used in battle. The user must first grab onto the target or within 3ft for it to be effective. The target must roll a clomagatk vs clomagdef. If the defense fails, they are stunned for one round, and if they fail by 15 points or more they suffer 5 points of damage. Can only be used in battle.

History:
An Iron Mask. That's all it was. Plain. Ordinary. Its purpose; to hide the face of whomever it was placed on. However those who wore it were condemned people. Many ages ago, this mask was placed upon those who were sentenced to death. They were to die without a face, to die unknown and forgotten. Their crimes unknown. Their faces unknown. Those that wore the iron mask were executed for reasons only a ruthless Overlord and his military knew. It was a time of blood and slaughter, as most times are. Men, women, the young, the old, the wealthier, the poor. All were equal in the eyes of this bloodthirsty overlord who damned people for even the smallest of offenses. He just enjoyed the killing and erasing the memory of those he condemned from the world. And as always, it was this ordinary iron mask that would strip those people of their faces, of their intensities and names, and turn them into nothing more than another person to be beheaded upon the Overlord's merest whim. Countless lives were ended and blood permanently stained the cast iron mask, forced to fit on anyone who was sentenced to death.

This butchery went on for decades and yet no one would rise up against this Overlord for fear of being yet another victim. Over time the iron mask became a symbol of fear. People were afraid of what it meant to see it, as though they themselves would be next to become one of the faceless dead. On and on this went, blood mixed with anger and hate coated the mask again and again with each fresh new victim. That was until it was meant to find its final life to erase. An elderly mage had been sentenced, his name and appearance lost in time. His crimes unknown as were the crimes of all those who wore the mask were unknown, and yet they had all been sentenced to death. Whatever the reason, this old sorcerer was condemned to die like all the others, and for several weeks he was chained up, the mask never taken off for even a moment. In that time he was beaten and assaulted, left broken even before the time of his execution, all as a means of destroying the mans spirit and filling it with hopelessness. Yet this was one who would not yield. When his time came, the old mage cursed the Overlord and claimed that should he be killed, that the next wearer of the mask would in turn sentence the Overlord himself to death. Of course such words fell upon deaf ears before the voice of the mage was silenced forever.

Days later, another had been selected for punishment, sentenced to death for crimes unknown. Yet on this day the people trembled with a sense of terror and despair they had never felt before upon seeing a man in the mask. For it was then they noticed how much it had changed. Something happened to it, no one knew what. But it HAD changed. And though the man wearing it could not understand it, even he felt the change, and the unholy power it now wielder. This plain, aged iron mask that had bore witness to the deaths of countless people and stripped them of their names and lives, now held and even greater purpose. The guards who were meant to hold the prisoner down were assaulted by an unshakable sense of despair so powerful they lost all nerve, and the man condemned to die was overtaken by the desire to see the Overlord dead. It is what happened. None stood in the masked prisoners way, all being filled with dread and despair upon seeing him, and upon reaching the Overlord's chamber, found him to be the only one the masks power would not affect. At least, not in that way.

Having no weapon save the mask, the prison blindly charged at the Overlord in an attempt to strangle the life from him. However he was run through by the bloodthirsty mans blade who roared with laughter. That was until, he saw. The masked prisoner, with the last ounce of life he had left, took hold of the Overlord's arms with ungodly strength, becoming overpowered by the flow of emotions and dark power that surged from the now morphed iron mask. Not even the Overlord could stifle the scream of absolute terror and fear that erupted from him in the instant he gazed into the eyes of the mask. Whatever it was he saw shattered his mind. Though he lived, his rule had ended. The Overlord spent the rest of his days cowering in a diseased, rat infested dungeon, mumbling to himself about unspeakable horrors, and the name of a man whose identity was erased the day he was executed. Even now, the name of the elderly mage remains a mystery.

given to Joker 9/17/10

Master's Hammer of the Forge

Owned By: Scathien

Type of Item: Device

Equipment Slots Used: 0

Description:
Smithy Hammer

Powers:
Might of the Master (1 Slot OOB):

Whosoever is lucky enough to obtain this hammer will also inherit the skills and strength of all those that wielded the hammer before him or her. When taking the hammer in hand, a surge of strength and stamina flows through the wielder, allowing them to work harder for longer periods of time.

On top of this, when starting the creation of an item, the hammer's enegies flow into the item being forged, and with enough luck and skill, special properties can be infused into the item itself. The wielder rolls a 1d100 upon activating this ability, and the result of that is compared below to see what happens:

1-49: Nothing happens, the item that is created ends up being completly normal with nothing special about it

50-69: The item becomes so well made that it ends up being worth more than it would usually be worth. When this activates, the wielder rolls a 1d50 and the result is how much the item's worth increases by a percentage (EX: a battle axe is worth 100 mhl (and takes 100 mhl worth of materials to forge), if this ability activates and a roll of 25 is obtained with the 1d50, then the battle axe forged by this hammer will be worth 125 mhl (but still only takes 100 mhl worth of materials to make))

70-94: In addition to the increase of worth (described above), the item will be able to hold more enchantments. For mythril items, the number of enchantments it can hold increases from 3 to 4. For non-mythril items, the wielder rolls a 1d2 and the result is how many more enchantments the item can hold.

95-100: In addition to the increase in worth and the addition of enchantment capibilities (as described above) the item being forged obtains an inherant bonus to ATK (if a weapon) or DEF (if anything else). The bonus to defense counts only toward physical defense, not magical (this is not enchanted ATK or DEF). For mithril items, the wielder rolls a 1d2 and the result is the bonus granted to the weapon. For non-mithril items, the wielder rolls a 1d3 and the result is how much is granted to the item.

Special Note: It takes time for the energies of the hammer to recharge themselves, as such, this ability can only be used once in a seven day period


Alloy Creation (1 Slot OOB):

When creating an item, weapon, or armor, the wielder may "blend" up to 3 different types of metal to form an alloy, allowing for truly remarkable works of art that still function in the manner for which they were intended. (Special note: in order for an item to have the properties of a rare, special metal (mithril, valencite, etc..) at least 51% of it must be made of that material or it will be treated as a regular metal item, otherwise it takes on the enchantment properties of the metal with the highest concentration)

Mighty Repair (1 Slot OOB):

Even though most of the strength of the hammer lies in creation, its powers can be turned toward restoration as well. When used to repair a broken item, the wielder is able to use less materials to repair the item and still do the same job (instead of paying 1/2 its worth in mhl to repair, only 1/4 of its worth in mhl is required to repair an item). In addition, the hammer seems to make the item more resistant to breaking again in the future (if the item is placed in a situation where it would normally break after being repaired by this hammer, a 1d2 is rolled, if the result is a 1, the item breaks. If an item is repeaditly repaired by the hammer, the number of the roll is doubled each time. 1d2 for the 1st, 1d4 for the 2nd, 1d8 for the 3rd, etc. Each time, a roll of 1 is required for the item to break)

Point of Note:

This item is unable to be used in combat, the will of the hammer itself prevents its wielder from ever striking out at someone with it, even in self defence.
-------------

History:
The hammer was nothing special at first. A lowly smith worked day in and day out to try and support what little family he had. Endlessly he toiled over his small makeshift forge creating and repairing weapons and armor for the lord that oversaw the land he lived upon. Even then he never made much, for the lord that ruled over his very existence often paid him less than what his work was worth, and merchants rarely traveled to the small village that he lived in because it was out of the way, and there was nothing exceptional there in the first place. Each day he worked harder and harder, constantly improving his skill and hoping that one day he would be recognized for his skill and dedication.

Unseen, the gods watched over the young smith, impressed with his hard work and his incredible patience. One night while the smith slept, the gods sent their agents, retrieving his hammer and retreating to their own forge far removed from civilization to do their work. Night after night they toiled and poured their very essence into the hammer, while back at the village the young man mourned the loss of his favorite smithy hammer, yet continued to work with what meager tools he had. His work grew worse as the weeks went on, but not for lack of skill. The smithy hammer was the only decent tool that he had, and now he had to work with substandard equipment.

Two months passed before the agents returned, their work complete. All but one had died during the creation of the hammer, having poured the entirety of their very lives into it as their gods had commanded them. The final one was alive only long enough to deliver the hammer to the smithy, and told him that no matter what he did, he was to never use the power contained within the hammer to destroy or else all would be lost. As the message was delivered, the final agent passed away, his body dissipating into pure energy which flowed into the hammer within the smithy's hand...

He went straight back to work, and found that he was never tired when he worked now as well as getting stronger as the hours passed, instead of growing weaker and exhausted like he usually did. The lord started to pay him more and more for his work, as the items he was creating grew better and better in quality. Rumors of his work spread across the land, and brought more merchants, and thus more money to the small and poor town in which he resided. Things got much better for him and his family, and he soon became a prominent member of the city and a rather rich craftsman.

As with such people, the power went to his head, and one day it all came crashing down around him. He had started to argue over the price of one of his more interesting works, attempting to sell it for far more than it was really worth, and in anger lashed out at the man trying to bring the item back down to its proper price... for the first time the hammer that had brought him so much prosperity was perverted into a tool for pain and suffering, and the gods struck the man down in retaliation. The hammer no longer worked, and he quickly lost all respect when his work continued to grow worse and worse each day... eventually, he was killed in an attempt to sell a weapon he had created for over 5 times it worth despite how badly made it was... the smith was soon killed by that very same weapon, and the thief took the weapon, and the expensive looking hammer and ran...

For years it has been lost, popping up every now and again only to vanish just as quickly, as if it were seeking the perfect owner for it....

Melody of Lucia

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
Shackles about the wrists and ankles

Powers:
Symphony of restriction (1 Slot OO): When activated, chains coming from each shackle materialize into existence, the four chains meet at the center of the wearer's body connected to a ring. The chains can then be tightened or loosened however the wearer's mistress/master desires.

Ballad of Encumbrance (1 Slot OO): Normally the shackles though look heavy in nature, are very light, so much so that one can easily forget that they are wearing them, but can quickly be reminded. When this effect is in place, any, or all of the shackles can become so heavy that it can drag the wearer to the ground

Aria of Pacifism (1 Slot OO): When activated, the wearer looses the ability to cast harmful spells. Only for the wearer itself, it is a curse of the item. The chains that bind the creature, should the word be spoken by the Owner of the flesh that wears the chain, render them unable to use such magic's.

Mech: The Aria of Pacifism only works on the owner of the chains. It is a RP vice for the character who owns them, making them unable to use magic's for harm, should the 'command' word be spoken. With all abilities of the chain, the Owner of the person who owns the chains is the one who can use them ON the owner of the chains.

Special note: Only one person can activate the abilities on these shackles, and that person is chosen at the time the wearer first wears them.

History:
Background via old write up to be moved here.

Metalshift

Owned By: Neko Nightstalker

Type of Item: Device

Equipment Slots Used: 0

Description:
Item’s Base: a metal graft

Powers:
Racial Reconstruction(2 slots Combat)
This spell lets the user change their body much like a duessa does shifting from one race to another with a gesture of the hand and a few whispered words. Clothing doesn't change - it stays the same. One couldn't dramatically change their shape (like changing from human to troll sized, or to dwarf size)

Mechanics
This ability allows the bearer of the item to manipulate their form and shape. Allowing them to take on almost perfect replicas of other humanoid, and animal-hybrid races. It does not grant the ability to take on the form of a specific person, merely a general stereo type of what that race would look like. When used, this effect will allow the bearer to manipulate their own physical form into that of another humanoid race, making a change within 40% of their original height & weight. The bearer keeps all their original stats, and while may effect the shape of a hulking Troll, will not carry the strength of one. While They may choose to appear as a Torian, they can not fly (unless they have a spell to do so) It allows the caster to change their physical coloring (hair, eyes, skin, etc), and in addition to change current external extremities (ie tail, ears and fur) or to make them disappear. It cost 5 stamina to use this ability, that can't be regained whilst in the shifted form. Detect magick will show an aura of magic around the person, but nothing specific. This ability lasts the duration of a scene, can be maintained in battle, and is usable once per day. OOC consent is required to copy any other character


Living Metal(1 Slot OOB)
This ability allows the graft to move like liquid around the person it is attached to; its form shifting from place to place, from relatively sized form to form. So that one day it might on the wrist, the next on the shoulder, keeping it in constant flux as if it has a mind of its own. The bearer can not move the metal at all it shifts location on its own constantly moving so that it can shift from one place to another several times in one day. This ability cannot be used in combat.

History:
Many years years ago a skilled but greedy mage sought a way to increase his power and searched out the dwarfs for their help. The Mage was a devious man seeking a way to hide his true self from everyone so he could corrupt those around him. The Dwarf mages skilled in metals helped the man being paid well for their troubles. Though they didn't like the mage and fixed it so once the metal attached to the mage it wouldn't come off till the Mage died and it found another to attach too. Though the metal seemed to have a mind of its own the way it moved in constant flux it was just the way the metal was designed to be attracted to magic like a magnet and once attached to remain so. The Mage used this metal devise for years cause much havoc till eventually his own havoc came home to roost and he was lured to a trap by those he had wronged. Trapped in in a cave in of stones and left to die the mages body remained buried for so many years that not a soul alive would remember the metal and what is was used for.

Many years later a during a practice session intensely working to hone his fighting skills a black cat fell to the ground when the earth rumbled. A tremor shaking the very foundations of the ground beneath his feet. Once the earthquake passed and the catboy looked up he noticed a crack in the ground exposing the cave that years before became the tomb of the devious mage. Curious he moved closer to the crack to explore it. The metal drawn to the new body that hummed with magic finally released its previous master and attached itself to the catboy. Struggling to free himself from the 'creature' Neko's energy was drained in the attempt and he fell unconscious. When he woke thinking it was just a dream he looked down to discover what he had brush off as a dream was now firmly attached to his arm covering his hand in most his arm in a thin metal covering. Amazed Neko tried once more to pull it free but soon discovered it didn't hinder the way his arm moved and that the metal never really stayed in one place for long. Resolved to the fact that for now he is stuck with the moving metal he heads back home determined to learn all he can about this new part of himself and if it will be of any use to him.

Mikah

Owned By: Raphaelwyn

Type of Item: Device

Equipment Slots Used: 0

Description:
Item Base: Leather Choker

Powers:
Leafy Pattern:

A new twist on an old thought, hiding in plain sight. The chokers power allow its wearer to stand still and fade into the background, not showing a single sign of there presence, even under the deepest of scrutinies, in the forest or in towns, standing still will cause them to slide out of sight, as if melding with the nearest piece of scenery, unless a conscious effort is used to keep them in sight.

Mechs -
Once movement is ceased, this power comes into effect, causing them to appear to slide out of sight and view, not changing, but a simply misdirection that causes others to ignore their presence. Violet and agressive actions will bring them back to full sight, but minor interactions with items, say drinking and eating will still be masked, although if not careful the food and drink will be seen lifting and dropping by themselves. OOB only.

Leather Gills:

The powers that created the choker imbued it with the ability to give its bearer life and breath in other elements, the power might have diminished a little over time, but it sill offers up the ability to breath underwater for a period of time. Concentration must be made in order to effect this, choker shifting to slide a
little up its wearers neck as if covering the place where gills might reside.

Mechs -

By concentrating and taking one round, the choker shifts to cover the neck and create gills upon its bearer, enabling them to breath underwater. A roll of Int+Res will determine the amount of minutes that they are able to remain underwater and breath as normal. They will get a 5 minute warning before the ability is due to expire, although nothing will prevent it from ending. Stressful situations or heavy concentration on spellcasting or other activities will cause the ability to cease immediately. OOB only.

Natures Touch:

Three leather thongs hang from the front of the choker, each one can be prised from the choker and placed across a wound, or bodily part in order for them to release the power contained within each of them into the vessel they
are placed against. Dissolving as they release their healing powers into the body before them.

Mechs -

Use of this ability costs 10 stamina and is only useable three times a week and the healing gifted by this item will heal up to 15 points of life. 7 days after a thong is used, it will reappear during the night to be made ready for use once again.OOB Only. OOC Consent required

History:
Raph had received news from her home village that she was to return to collect some of her family items from her grandmothers old home. She was filled with reluctance to go there was nothing really she wanted to see in her home village, no one to meet and laugh at old times. But she decided she owed it to her Grandmother at least to collect the few items she could. Upon arrival she headed straight for her old home not really interested in the looks from the others in the village this would be the last time she would ever return here. She moved through the old home blowing the dust away from various surfaces and looking through the cupboards to make sure there was nothing to save. She found a few bits and pieces mainly a few pieces of paperwork before moving to her grandmothers room. S

he slowly moved around the room before arriving at a ornate box on her grandmothers dresser. She slid her fingers over the fine wood before opening it. There was the usual pieces of dress jewellery and ornate stones but another slim wooden box caught her eye. Opening it she spied a Leather choker with a circle of silver in the middle. There was an ornate leafy pattern all over the leather and 3 leather strips hanging down from the choker itself. Tucked in to the lid of the smaller box was a small piece of paper. She knew her grandmother had also been a ranger when she was younger and she smiled as she read the paper it turned out this chocker had been a gift to her grandmother from a male ranger…….maybe her grandfather there were no names on the paper.

The Choker was called Mikah and the letter listed the things it could do she nodded as she placed the choker back in it’s box and then taking the few other bits she left her old home for the final time. She left the village with little more than a few waves goodbye to a few people and started home. During her journey she re read the letter the sentiment making her smile she sometimes forgot her grandmother had been young once

She decided to keep Mikah and she would wearing it to honour the woman who had done her best to raise her after her parents died she took the Choker out and put it on.


The Choker had indeed been a gift from her grandfather to her grandmother when they had been younger in his own way the young man had had the choker made in order to keep her safer when out on her patrols. And now Mikah had passed to Raph

Released to Raph 6/14/10

Mistake of Peace

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
Level Req: 20
Race Req: Torian
Item BasE: Platinum Earring

Powers:
Chirots Ease (1slot - OOB)
The bearer of this item, seems to have an aura about him, only noticible by those of chirot descent. The aura makes him appear less threatening, makes him appear a little more likable than perhaps otherwise would normal happen by these two opposing races.

Mech - OOC Consent required for use, otherwise a clomagatk vs a clomagdef is required for this ability to affect anyone. If successful, chirots only will feel less threatened by the bearer of this item, not so much as to be friends, but just generally not baring them as much ill will as towards other torians. Combat renders this ability useless, and any aggressive action upon the part of the bearer of this item breaks this ability to all who can see the act.

Armor of Retribution (2 Slots - Combat)
A swirl of energy surrounds this item, extending to its wielder in times of conflict and strife, enabling the owner to be able to reflect a little of the damage that might be done to the wielder, back onto the attacker. The ability only effective against close attacks, and the more forceful the attack, the more damage is dealt in return to the attacker.

Mech - Only effective against close physical and close magical attacks. 10% of the damage inflicted to the wielder is returned to the dealer of the damage (minimum of 1 point of damage reflected upon a successful attack). This ability is unable to be used in conjunction with other auto-damage or defensive spells IE damage shield, reflux shield etc. Bonuses to defense from enchantments are the only exception to this rule; however if it was attempted to be used with another defensive spell, both are broken and rendered useless. This ability can be used once per combat scene or up to !r 1d5 rounds, which ever comes first.

History:
This set of twin ear-rings was crafted back in the mists of time, in an attempt to foster some unity between the torian and the chirots. It was gifted to the torian ambassador at the time, in the hope that he could define and make some sort of peace with their enemies, in the chance that peace could reign and not end up with bloodshed and carnage whenever the two sides would meet. The theory was good, the item worked as designed by its creators, the only thing that went wrong is that they didn't understand the torian that wore it. Seething inside and of a broken heart as a result of seeing his life mate raped and killed by a chirot raiding party. His mind absolutely set upon death and destruction of his perceived enemy, willing to do anything to avenge his mate's death.

And so he went and passed into their land, working and learning ways and customs, always looking for a way to bring about their downfall, working from the inside and trying to upset the society without making it obvious. And he nearly succeeded, setting off a coup to try and remove the leaders, unfortunately he was discovered and executed, the earrings passing into history until they surfaced a thousand years ago, worn by a chirot warrior as he went into battle against age-old foe, this time demonstrating a different ability, this time damage dealt to him in battle was apparently dealt in return to those who struck him. The chirot strode through battle arrogant enough to think that nothing could topple him, till a single arrow took his eye and his life, his blood staining the ear-rings as he laid dead on the battlefield.

Scavenged by pillagers once more they disappeared into the annuls of history, until they were gifted mysteriously to their new torian owner, fates deciding that perhaps once again peace might be able to reign between the two races.

Moonlight Scarab

Owned By: Greywind Darkholm

Type of Item: Device

Equipment Slots Used: 0

Description:
A Necklace in the shape of a winged Scarab. It’s body consisting of a single gem in oval shape, made of finest emerald and without scratch or incission. Perfectly shaped. It is set against an oval background made of ivory, spreading out left and right, giving it the appearance of feathered wings of pure white, combining both parts into one object.

Powers:
Wings of War (1 Slot OOB):

With but a thought, the ability of the Owner to use the magic, wings of leathery substance unfurling behind them. Near cloak like, larger then wings not born of nature’s intent, but magical, they stream behind like some cape, able to be wrapped about shoulders with ease. Their color changes as the Item Owner's mind would wish.

Mech:

The Owner is capable of sproutings wings if wished, or have them disappear again into nothingness from whence they were summoned.

Wings of Flight(2 Slots Combat):

Created from magic instead of nature, these wings grant the Owner the ability to take to the skies as if they were born with them.

Mech:

This ability allows the wings to be used for flight, both in and out of combat, with the normal 1 extra stamina per round cost, as all creatures who naturally fly normally pay

History:
A civilization long gone, once mighty, building massive pyramids which rose from the depths of the sea, monuments in ivory and gold, which endured the endless waves of the ocean crashing against their shores and yet, would do nothing to budge these immense structures, allowing those who lived within, who traveled the far and wide reaching gardens set upon edges, to enjoy a life that was protected from hardship and dangers. They were people of secrets, of magic and of alchemistical abilities many a mage would be curious about. Their Kingdom far reaching, filled with enlightenment and contention, what shameful secrets they had tugged away safely into hidden temples and secret locations, kept from the knowledge of the common man during these times. Magic was as natural to these as breathing was, they were capable of creating wonders which were still to be found in the world today, some in far away deserts and countries, others close by, swallowed by the earth, resting in forgotten caves, slumbering, awaiting their secrets to be awoken once more. They were of power, and very few were capable of standing against their magical might, yet, even they would not know what to do with the being that appeared upon the Temple of the Sun at one fateful day. Clad in white robes, skin as beautiful and fine as alabaster. Hair golden and eyes of the deepest blue imaginable, wings spreading out behind his back, folding gently against his shoulders. They asked him “Who are you?” and he would not answer. They wondered “From whence do you come?” and once again he would not respond. Angry, they screamed “Bow to us, for we are the rulers of all we survey!” and yet his smile was all they would gain.

And as powerful and smart they were, as arrogant and rash they were! Storming up stairs which led to their most holy of places, one they felt this creature had defiled with his silence, they would jump upon him, wrest him to the ground, their fists raining down upon their silent visitor, bloodying his lips, sending him into the deep slumber of unconsciousness. High they rose his limp body above themselves, held him aloft, to show him to the world, shouting “There is no one who may defy us!”Before they cast his broken frame down the stairs, to see how wings would twist and hurt, how feathers would dance in the air as if to highlight the painful trek silent visitor had taken. Yet, as he arrived upon the ground, would roll off the last of those steps, he would rise back to his knees, his mind reeling back from the darkness that had surrounded it, giving him strength enough to have him struggle to his feet. He turned and faced his assailants with angry gaze, and he whispered “Die” and they all fell before him. One after the other, like an invisible breeze of power had whipped against them, they stumbled and crumbled down upon stairs and floor, life having left their frames. Yet, they were many, and he was but one, and soon others were upon him, hitting him, hurting him, breaking him, until he could not endure it anymore and submitted to their vile assault. They dragged him in front of their Godking, a man of ancient heritage, his skin grey and brittle, his eyes lifeless black orbs, clinging to life through dangerous, forbidden magics and mixtures, and as he saw the male upon his knee’s, the King knew thirst for life. He climbed to his feet and approached their beaten visitor, he reached out for the blonde mans cheek and found it unbearable, and with but the utterance of a scant few words, he condemned everyone to death. “Your life will feed me well.” And they closed the doors. Yet, as the ancient Godking tried to dine upon their visitors life, a wave of black pestilence was sweeping through ivory pyramid, killing everyone instantly, and those who did not loose their life became twisted creatures, monstrosities that were unspeakable and dark, creatures of a horrible existence that denied life itself. The scream of their King echoing throughout endless corridors, danced upon dying plants within large gardens, blackened the stone from purest of white to darkest of Obsidian and turning day into night, with a single moon sending haunting paleness to dance upon Necropolis. And from deep within Kings chambers, the blonde man would emerge, the smile once again upon healed features, and eyes which spoke of secrets no mortal man could behold without going insane. His wings gone, yet, within his hands he held a necklace, a scarab that was made of ivory and emerald, to hold it up and let it catch the light of this violated moon, then brought it to the temple where he had dared to land before, placing it there upon neck of broken statue of their Sungod, would bend down to press his own lips against those of likeness before he would vanish forever, while ancient, once mighty city was sinking into dark blue of ocean....

And it took the Moonlight Scarab with it for hundreds of years... until one day, the structure rose from the depths once more, and mysterious necklace was sent out into the world...

N'Shal'mivan (Crystal of Desire)

Owned By: Kerianna

Type of Item: Device

Equipment Slots Used: 0

Description:
A shard of crystal, one side purple and the other side pink, blending together at the center perfectly. It is connected to a slender chain that hangs around the wearer's neck, but is otherwise unadorned.

Powers:
Heartsong (1 Slot OOB):

This power, a common trait of these sort of crystals, translates the feelings of the wearer toward their most beloved into a soaring, beautiful melody. Though the wearer can always hear the strains of this song when their beloved is near, none other can hear it unless the wearer wills it, and often such a song is only shared with the one that inspired it.

Image of Longing (1 Slot OOB):

This power allows the wearer to look within the crystal itself and see a faint image of the one closes to their heart. This image is always of the person at that exact moment, though no surrounding details can be seen, and no sound can be heard through the crystal. Only the person can be seen, and typically only from the middle of the chest and up, a perfect living portrait within the
gem. OOC consent required for this ability.

Soul Link (1 Slot OOB):

This power, the most useful of the crystal's abilities, is a forged link between the crystal and the being of the one the wearer loves most. Almost like a familiars bond, this allows a form of communication between the wearer and their chosen beloved, the wearer able to speak telepathically to their chosen, though it doesn't allow for a reply. They can also sense surface thoughts when their beloved is near, and, in rare times of dire need, can even focus this power to look through their beloveds eyes, though this effect is purely for the purposes of RP and con not effect anything in combat, and can only be used one time every month, as further attempts would risk shattering the crystal itself. Once again, ooc consent required for this ability to be used.

History:
N'shal'mivan's origins are shrouded in the mists of time, its creator forgotten, but the pendant itself has certainly not been. Throughout countless ages, it has found its way to many of the world's most celebrated lovers, though whether it is drawn to those with such intense passion and devotion to their paramour or whether it is the source of such a strong bond is the source of some debate among scholars of history and myth. However, despite extensive attempts to retain the pendant, upon the sundering of its owner's love (always upon the death of its owner, for the intense feelings that dwell within the owners' hearts inevitably outlast their lives) it always disappears into the sands of time once more, only to reappear again years or even centuries later at the far corners of the world, in the possession of another doting lover who couldn't say by what road it came to them, as though the pendant itself had sought them out...

Nature's Care

Owned By: `fyre`

Type of Item: Device

Equipment Slots Used: 0

Description:
Level: 20
Class: Druid
Item Base: Moonstone

Powers:
Nature Empathy (2 slot)
Something imbued within the gem itself, the ability to communicate with natures children. Although it was more to be able to feel what they had sensed, as opposed to communicating, it allowed one who was in tune with Gaea to have a little edge and the ability to seek out information of sorts in times of strife and trouble.

Mechs - Allows the wielder of this item to 'communicate' to animals and plant life. The extent of this communication is limited to feelings, more than acutal speech. Answers could be i.e temperature, emotion of nearby voices, or the intentions of anything within its immediate surrounds. A !clomagatk roll is used to determine how far into the past information can be dervied from a source: the limit is one week plus another week per 10 points rolled. The plant or creature can only recall as far back as it has been alive. OOC consent is required from all players involve, if the ability is used to pass on information or the player concerned may be contacted and asked to pass on one singular piece of information regarding the situation. May only be used on creatures that don't feel threatened by the wielder, and who aren't aggressive towards the wielder. May not be used inside combat. Useable three times a week

Peaceful Aura (1slot)
The wielder of this item is cloaked in a sense of peace and tranquility, seeming to radiate from the item itself, the intent to disuade combat or violence against the wielder and so allow them to continue their duties to the best of their abilities.

Mech - A Int Vs Res roll required for this ability to affect anyone. If successful, people will feel less threatened by the bearer of this item, not so much as to be friends, but just generally not baring them as much ill will as they might have done otherwise. Combat renders this ability useless, and any aggressive action upon the part of the bearer of this item breaks this ability to all who can see the act. If someone manages to resist this ability, they are immune to its effects for 24 hours.Only useable outside of combat.

History:
The moonstone, crafted in the depths of time by the great elder druid Motheren to serve one only in a lifetime, that one chosen to be the recipient and to be endowed with the abilities contained within it. Only to be given to those who were truly deserving of the honour of its receipt.

After creation it was gifted to a young maid in her training to be a druid, who had suffered great hardship in her life prior to her acceptance into her initateship of the great druids. Her life didn't change much, although she learnt much of her responsibilities and used the stone to great effect until her death when the stone seemed to disappear from about her neck and vanish from existence.

Not reappearing till almost 200 years later, being found by a young elfin maid in the forest one day, she picked it up and kept it close, although she didn't know why, until she had a dream which told her about the powers it contained and how to use them. She moved through life using her new found gifts to her best intentions till one day she left it on a cabinet for her daughter, a premonition of her own demise and the wishes of the goddess to who it should be passed to had been received the night before.

And so the item came into the possession of a young elfin maid, just back from her training, and although she wasn't ready to take hold of the responsibility that came with the item, it was only a matter of time before she would have a visitation herself, to reveal the powers that inhabited the item of her mother’s that she wore.

Necessity

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 1

Description:
Elegantly curved short bow made of wood with a red and black scaled finish.

Powers:
Necessity's Knowledge

The ability to use a bow effectively takes years of practice. Sometimes in order to put food on the table or to protect oneself from attackers a bow and the skill to use it are the perfect solution, but not all who could benefit from this ability have the opportunity to learn how to use a bow. This bow grants its wearer the ability to use it well regardless of the level of training they have or have not been given.

Necessity's Replenishment

When one's survival is on the line, what would in other circumstances seem to be so much trash, a few sticks, a few feathers and some bits of pointed metal arranged in a not particularly attractive configuration can be the most valuable things in the world. This bow maintains a magical link to every shaft that is fired from it and, when battle or hunting has ceased, every shaft fired from it magically returns in the same condition it was originally.

History:
In the frigid mountains fastnesses of the north there once lived a great hunter and mighty white wolven warrior named Raythas. Raythas had been a loner all his life, eschewing family and clan and anything that resembled loyalty to any other being. At a very young age he had drifted into the forests to live a solitary life except for when those of his clan were able to tempt him into participating in their raids for a share of the spoils. Raythas had thrived in the woods training himself to be quick, agile and woods-wise, he also eventually gained near-legendary skill with his bow, such that no one dared to offend him for fear that he would shoot them from ambush and they would never see their death coming. Such was the manner in which Raythas lived for many years, content in his lot, wanting for nothing, needing no one. All that changed when he met Maliya.

One day, the hunter chanced upon a spring-fed pool in a clearing that he occasionally visited for the prey it lured and found prey of a very different sort. A lovely (if undersized) black wolven maiden from a tribe that were his clan's hereditary enemies was bathing in the pool and something changed his mind as he was about to fire a shaft into her breast as a matter of course. He approached and introduced himself and she responded with bravery and grace despite the tale he eventually got from her about being cast forth into the woods alone to meet her death for being a runt and unworthy of her family for her gentle nature and her focus on things that grow and herb-lore rather than any martial skills. In truth she had nothing but her spirit with which to defend herself.

One thing led to another and before long, the mighty lone wolf, the solo hunter in the woods had a mate and eventually twins, a boy and a girl and all was right with the world. In the cave he selected for them with a commanding view of the hill it was set in and the field in front, no one could creep up on him and his unawares and none could get past his bow without sending a small army. His family was absolutely safe as long as he was there... and therein lay the problem. For he was a hunter still and had the need to be out roaming the forests all day devoting his nights to his new love and his children. On one such day, a goblin came upon their cave and, though she saw him coming and tried to drive him away with rocks, resisting with every fiber of her being even as he raped her, Maliya was no match for the goblin and all previous attempts to teach her to use a bow had failed. Raythas came home drawn by the sounds of the screams, just in time to kill the goblin before he slit Maliya's throat. In that bloody, heart-wrenching moment, the hunter resolved to do absolutely anything to spare his mate from ever having to endure that again.

Necklace of Iciest

Owned By: Thunder

Type of Item: Device

Equipment Slots Used: 0

Description:
A necklace of mithril with a sapphire stone in the shape of an icicle. when the sapphire is activated the sapphire glows an eerie bluish-green. words not seemed to be needed it seems to link with the wear from the touch of the wears skin.

Powers:
Icey Dusting (2 Slots Combat)
The blessing or curse of this item, is to be able to draw the water from a living being, rendering them dessicated and hurt from the extraction of this precious fluid. A moment of concentration and a cast of this ability to a point on the floor beneath the target, and the very dust lifts upwards to strike at the target, if successful the dust turns to into something that might be mistaken for mud, but dries almost instantly and flakes away as it saps the water from the target

Mechs - A Ranged Magical Attack determines the strength of this attack and takes Armor modifiers into consideration as the dust can't pass through armor. Those that fail their Ranged Magical Defense roll will lose 5% of their 'current' Life over the next two rounds, for every time that the caster has taken Earth Mage, to a maximum of 25% of their 'current' Life, per casting of the spell. This is only usable until one successful hit is made in a combat scene; no other spells or enchantments can be used on or with the ability itself when in use.


Iciest Curse (1 Slot OOB)
The one that bears this item, feels the wants and needs of the weather more than most, and is manipulated by them to some extent. When the weather becomes colder, they become more sexually active and aroused to the point of losing their mind to the feelings. When the weather becomes warmer, they become more arrogant and hot headed.

Mechs - As the weather decreases in temperature (Lower than 60 Degrees), the bearer of this item finds themselves to become more aroused and in need of sating those feelings rolling through her, to such an extend that they become seemingly more graceful and tempting to those that look upon them, almost as if becoming the most graceful things in the world in order to tempt those to their needs. As the weather increases in temperature (Over 90 Degrees), they becoming increasingly easy to anger and hot headed, liable to fly off the handle at the littlest of things. OOC consent required when it interacts with others.

History:
Kirva had looked over the ages to find the right one to wear her necklace to show the world that all ice was not that of bad things. She knew how many seen Ice but she was one that loved the feel of the cold and used it to get the pleasure of the pursuit that came with her power she got form the taking of another. sexual or that of a slave to do he will. She was not one to back down. then the day came when this Goddess found Iciest and she believed this was the woman to show all how this goddess truly was.

Iciest gave her all to the Goddess Kirva but it was not enough for this goddess became to needed for that is what Iciest believed. she wanted to much from this mage and she would no longer give her all she willed. In turn this pissed off the goddess making her come forth to show herself to this feline. Making her pause in her step as she looked upon this goddess, making it easy for her to reach in without a thought and take the very soul from her. Kirva took this felines soul with a laugh as she moves taking the necklace from her form and placing her soul within the sapphire icicle.

She was an amazing Ice mage but life is not always what it seems when you follow the wrong god or even goddess. When you piss that one off you learn that they do retreat upon you and your soul. The once goddess Kirva was one to try the pursuit of personal power.. rape.. forced orgasm.. demanding obedience from others. Iciest knew this was the goddess she wanted to follow for she wanted other to fall to her feet and be forced to cum over and over at her realm there are many things that some do not see yet this one was wrong to think that when it came to it she could be the one that people would warship when it was to be Kirva that took the praise.

The ones that are to be raped in her honor forced to cum in her name commanded to do her will. that is what one should do but it is not right when this necklace takes over as it is part of a dark ice mage but not only that but a part of that Goddess Kirva with her want and need for the power within all.

Nightshadow

Owned By: Vysanth

Type of Item: Device

Equipment Slots Used: 0

Description:
This ordinary seeming black cloak is made of fine shadow-weave material, of silk and leather made soft and supple, stitched together with threads of gossamer silver and heavily enchanted with magics. However, if one were to stare at the cloak for a while, it would seem as if one were staring into the shadowy void itself, its depth seeming to swallow up the light around it.

Powers:
Nightwing (1 slot OOB)
This ability causes the cloak to instantly split into a pair of black shadowy wings that allow the beaerer to fly. They take the outline of a large pair of bat wings, approx 3m wingspan, but do not have substance and are not solid, as such are usable in enclosed spaces.

Mechanics: This ability grants the user a permanent fly enchantment, allowing them to take to the skies without the cost of stamina, or need for lengthy incantation. This spell cannot be used in combat, and if combat is initiated, the wings will immediately disappear.

Nightveil (2 slots)
This ability allows the bearer to grip the edge of the cloak with one hand, causing the whole cloak to mystically wrap around his arm and turning it into a shadowy limb. When the enemy is struck in the face by the shadowy limb, it does no damage but some of the darkness is left across the victim's face, covering their eyes, bringing blindness.

Mechanics: Bearer spends 8 stam and rolls a straight CloPhyAtk. If the target is hit, the they are blinded for 1d5 rounds and suffer a 30% penalty to all rolls whilst the blindness is in effect. This ability can be used 3 times a day in total, however once it has successfully been used upon a person, they cannot be affected again that day.

History:
Praehe was the chief daughter of one of the matriarchs of the Dark Elven house Las`Noranta, and in her younger days she took as a lover Foilenaus, a skilled assassin and raiding-party leader of the house. The ones they battled above the ground were in the mountainous areas, home to the villages of torians and the caves of the chirots, a warzone in its own right. To her lover she gifted Nightshadow, a cloak made of shadow-weave and heavily enchanted, some say by Kirva herself whom that house worshipped. Foilenaus employed to good stead the cloak, embarking on solo-assassination missions, usually to murder high ranking mages in the enemy camps, the abilities of the cloak enabling him to surprise and protect himself in those brief and deadly fights. Not only did he bring back loot, but his guise served him well amidst the chirots, and incited the torians to constantly believe that he was a chirot and not a dark elf.

In the Moriel houses though, anything that was too successful brought more attention than was wise, and Foilenaus had to be removed, but first the root of the problem had to be dealt with. In such a vicious house, over affection was considered a fatal flaw, and Praehe was confronted by her sisters and tortured for long months using various horrific devices. At the end of the torment, her heart was cold as steel, and her first decision was to remove Foilenaus. This she eventually did through treachery, and from his dead corpse she drew the cloak. Though its value was great, she cast it to the others, claiming no such use for such junk. Thereafter the cloak has changed from owner to owner, sometimes by coin, sometimes by bloodshed, not an uncommon thing in the vicious house of Las`Noranta and amongst the moriel.

Nylista’s voice

Owned By: Eraelabryn

Type of Item: Device

Equipment Slots Used: 0

Description:
Bracelet of onyx, that shimmers as if touched by magic itself, nearer to liquid in appearance constantly reflecting the features of those about it.

Powers:
Dark Thought (1 Slot OOB):
With OOC consent, the keeper of the bracelet is able to tap in, pulling without the one who is being cast upon knowing, their darkest desires, deepest thoughts, blackest memories, ones they personally, may have shoved into the back recess’s of their mind. The Keeper of the Bracelet merely receives a dream like occurrence, nothing fleshed out or overly detailed. This is purely for RP and SL's, and of course cannot be used during battle.


Dark Vision (1 Slot OOB):
With the OOC consent of the player, the Keeper of the Bracelet can show the vision to the one who it is plucked from. Seen within the gem in the bracelet, it allows the Keeper to also show the ‘dream’ of the person, those they wish to give consent for her to ‘see’.

Never Deniable (1 Slot OOB):
The bracelet, however delightful it is to have access to another’s mind, their thoughts, and wishes, never really turns off. The Wearer can LEARN to ignore the whispers of it, can learn to try to ignore, at least. However, after years of listening to the worst of people, it begins to wear upon the Mind, creating a almost bitter outlook of the wearer to all those around, leaving little joy within the soul of the one who possesses it. Always aware when they are not alone, driven slowly mad by voices until they learn whose is whose.

History:
The forbidden tool of dark forces, the blessing Kirva to the Priestess that brought down a enemy of the Moriel. One of the few gifts ever given to a half-breed, the Voice of Nylista, was rumored to lay underground, protected, until one who was worthy claimed it. Eraelabryn, having quested for it, after finding the story in Tome given as a gift to her, following each clue till she pieced together the Puzzle of Nylista. Half-breed Moriel, raised in the arms of the Gloom, then forced from her House, from her use as a whore by the full bloods. Raised as one of Kirva's, at least for what her blood would allow her to be, never seen worthy enough as those who could claim full heritage to the Dark Mother. She was forced surface side, given in a trade alliance to the Nobility that controlled the surface land where her House would broach when they came surface side, to trade, or to garner more information. Part of a shady alliance, she, Moriel-trained courtesan, a rarity , to be given over to a Surface Sider, no matter their illusion of Nobility. Unable to tolerate the sunlight, those first years surface side, she was carefully cloistered away within the Lord's keep, watched over, forced to preform, forced to bear his touch. Night after night, she would call out, never wavering to the Dark Mother. Weak as a kitten, bastard born, this was to be her lot in life. Slut to the surface born, controlled in form, but never in Spirit, sold for a song, nothing more. Powerless, and worthless, something even more then pitiful, she was everything a full blood Moriel would hold in contempt, not even fit to lick the boots clean of her once House mates. It was on one such night, it appeared. Onyx metal, strong as mithril, glittering like gem, in the shape of a booby pin, nothing large, merely a slight clip. Wondering if her prayer had been answered, she slipped it within her locks, pain like fire, racing through her veins, as item welded with her scalp, forced her into that bout of screaming insanity, suddenly the quiet, as her life was given over, in exchange for it. To serve, but bow only to One. Kirva's own words a warning, those who failed her, suffered such things unspeakable. The quiet of it, as she lay still, the vision of what she was to do, overtaking her. Driven to the edges of insanity, she cried out, sirens song, swearing everything to Kirva, if only she would be allowed to serve. Giving her all, flesh, mind, heart, soul, and spirit to the Dark Mother, in exchange for the chance at vengeance, against even her birth. Years passed, the same prayer, and she took all she could. Learning more of those who dwelled in the Light. Lurking about, slowly drawing information unseen. Spreading those rumors, inciting fear within the Harem itself. The Lord, growing old, sought her out, her skill with pleasure known. Slowly she seduced him, his love for her, known, his favor of her allowing her more Power. Garnered with her blood, her sweat, her cum and her tears. Ever so slowly, she began to manifest her vengeance upon those who had betrayed her. First those of this House, the Lords own, whispers of her accusations, that ability to feed the fear inside of one, turn it against them through calculated actions. Slowly the Lords power over his lands began to falter. Her voice, whispered in the darkness, feeding his nightmares, slowly forcing him to turn on those who loved him most, loved him true. Loyalties divided, she then sought to spread her infection, shadows cloaking her, as she lurked about, the rumors of witchcraft, of lies, shielding her. None would speak out, that tension even in rooms, thinking she would be lurking about, merely waiting for them to speak against her, so she could plot their deaths. Kill them, even as they spoke. Surface born, constantly looking upwards, afraid of the little spider, as if she could be sitting in the rafters, merely listening and learning, their own information to be used against them. As the Lords hold upon his lands began to falter, so did the alliance with her Once House. Careful little thing, always plotting, it was this Creature known as Nylista. Slowly using the visions of peoples fears, she began to hold court, in her lovers place. Slowly shifting until she held the power, ruled with fist made of Mithril, fear and loathing her courtesans. Using change self, to appear less Moriel, more convincing in her beauty, she began a war that would leave her former House stripped of Glory. Vengeance came in the form of killing once protected Matron, and establishing trade with another House. Kirva's will had been done, those who had neglected her worship, brought about to justice, perverted as it was. Another House given the powerful position to able to trade with the Surface for those things one could not find below. Mhl's are power, in any form, for most Races. Choosing to live on the Surface, to being the practice of converting surfacers to a Goddess they called another name, only the most loyal of converts ever being aware the Goddess they prayed to was Kirva herself. It was only with the passing of Nylista, this secluded vale, so many years ago, would fall into ruin, noone able to take up the Mantle, Kirva had provided. A test for her subjects, a test of even the weakest of her bloodline. But..so much was learned from it. Laying dormant, sealed in a tomb awaiting the next that would claim it, the story of Nylista fell into legend, and with that legend, the details changed. It became the story that Nylista was not Moriel born, merely wicked. It became the story that Kirva was not the Goddess but, another depraved one, who slumbers until Nylista walks again, those bits of flesh and blood given to metal, buried with her, guarded, until the one strong enough to claim it with the blood of others would take it up. Rumors and stories, the gift of the Tome to Eraelabryn, all that time, spent gathering information to the where the "Mythical" land would have been. Striding forth, she sought out the Tomb of Nylistia, and with others gave her pain, her visions, her flesh, to claim the pin itself. Legends all have some grain of Truth, but like all things, that grain must be searched for.

Owix Ring

Owned By: Shiho

Type of Item: Device

Equipment Slots Used: 0

Description:
Special note: Wearer must belong to a magical class. Ring must be worn

The Owix ring is a metal band to be worn on one's finger. On the inside there are Draconic letters, and anyone able to understand them would only read 'Owix Donneas'. The outside of the ring has three circles. Two are simple engravings of alchemic symbols, while the third circle is a deep red ruby professionally engraved with a star constellation.

Powers:
Figment of Time (1 slot)
While not giving the wearer actual immortality, the ring does bestow a longer life by slowing the aging process.

Mechanics:
The ring does not protect from unnatural causes of death but gives an elven like age progression.

Figment of Space (OOB 2 slots)
The powers of the ring are strong enough to summon another person to it.

Mechanics:
Rather than teleporting the wearer to another location, the ring uses the magic of the wearer to teleport another, known, person to the location of the wearer (OoC consent required). This ability can only teleport a single person and doesn't work while the caster or target are in combat. This ability can only be used 2 times per week. This ability can only be used on a target up to half a mile away from the user. If the target is restrained or in a situation where they could not use teleportation spells, this power will fail. A roll of !r 1d100 is performed to determine the successfulness of the spell. A result of 90-100 means a failure, using up one of the weekly charges.

History:
The Owix ring was created by Owix Donneas. He was a powerful human alchemist living in Nanthalion, a great inventor of new and unique magical items. His knowledge and understanding of the draconic language in combination with his creative brain was the reason why many that could afford his services sought him out, requesting the most amazing items, often not giving him more than the result they wanted to achieve. Owix always delivered both literally and figuratively as he always was the one to bring his magic items to the one that had ordered it.

He came to realize that he was losing too much of his already short human lifespan working when he had to spend so much time travelling back and forth, even with transportation spells like teleport, he was often kept waiting, making him unable to do his craft and causing him to lose time.

Eventually he became his own customer, crafting a magical ring that would deal with the two problems that he faced. The figment of time would let him extend his life so that he had more years to be the greatest alchemist in the Empire. The figment of space was more important to him and allowed him to summon his clients directly to him with the teleportation spell and once they had received their item, they could be on their way again. Not all that he worked for enjoyed the way they were yanked from their activity and had to walk back afterwards but that was a problem for them to solve.

As it was a personal item to the alchemist he wrote his name inside the ring while the outside was decorated in the usual manner. There would be alchemical symbols for the effects his magic item did as well as his personal mark of the star constellation.

Persephone's Coil

Owned By: Dalahlaleeah

Type of Item: Device

Equipment Slots Used: 0

Description:
An intriguing item of jewelery, it is a mithril coiled snake meant to fit around the forearm, the head of the serpent resting on the back of the hand and the tail ending just past the elbow. The eyes of the snake are made of two very small blood red rubies and the body itself shows signs that at one time it had been painted or covered in gems to give the coils a greenish tint. Upon touching the skin of the wearer, the metal will heat and bind into the skin from the back of the hand to just past the elbow - literally sinking into the flesh till it looks like nothing more than a raised tattoo, preventing the item from being removed. In the event of the wearer's death, the coil will return to solid metal arm band that can be removed to allow for magical healing of the body to prepare it for resurrection and will meld once more with the skin when put back on.

Powers:
Entwined Spirits

A rather unique spell, this enchantment allows the wearer to share sensations with another. By linking their spirits together, tethering them on a spiritual level, the wearer can choose to either partake in all things the other experiences (taste, touch, hear, see, smell, emotions) - or choose to share what she is experiencing (taste, touch, hear, see, smell, emotions) - or a true union where everything flows between equally.

Mechanics
The wearer expends ten (10) stamina points that are not regenerated until the spell is willingly cancelled by either party. In order for a link to be established with a non-consenting individual, the wearer must possess a trinket or something from the individual (hair, garment, fingernail clippings, etc). OOC consent is required. Cannot be used in battle.

Manipulation of Desires

A powerful incantation, twisted by the chaotic and manipulative nature of the Duessa who first owned the coil, the wearer can sense and understand the desires of those around her and manipulate them to her will. Her commands are inevitably phrased as requests and are of a sexual nature, in any and all cases. The chosen victim retains full awareness of what is going on, but is unable to help him or herself at all.

Mechanics
The wearer is able to deliver a single command to the chosen victim. If the victim chooses to resist, then a standard ranged magical attack and defence roll is used. These commands are of a sexual nature and the victim cannot be commanded to do anything outside of a sexual nature. OOC Consent required. Cannot be used in battle.

History:
Wicked dreams made flesh, lust incarnate - a lover, a liar, a manipulator. Pale flesh that gleamed under the twin moons, hidden from the rays of the harsh desert sun. Inky obsidian black locks of silk that when unbound flowed like liquid night around delicate frame, whispered with each subtle shift of her head. Diminutive, dainty, doll like in nearly all aspects. Graceful, beautiful, alluring and seductive. Curvaceous, lush in the places that made hands itch to grasp, sink fingers into perfumed cool skin to draw out those soft sighs of encouragement. Coy and playful, whispering gentle words into dream filled minds. A serpent that waited for the perfect strike. Cold steel wrapped in decadent velvet. Controlling, scheming, heartless. Chaos in feminine beauty. Up slanted, exotic crimson eyes, ever watching while plump lips curled into teasing smirks at every misfortune.

"Your name..." Grating voice, rasped out with little patience for games. Bruising fingers biting tender flesh of the jaw line, hand keeping that beatific face raised up to look into a face beyond the flush of youth, never handsome - hardened with the dreams of power and control. Little time for the games this one continually lead others on, waiting for a reason other than that cursed sensation of lust to spare her life for the time being.

"Persephone ... Master." Dulcet, lilting voice uttering those words carefully - choosing them with much thought on the situation at hand. Ever plotting, ever seeking the one that could further her own agenda. And now he stood before her - threatening with just the stance of his body. The promise of violence, the sweet ache of pain from strong fingers digging against bone - perfect, arousing. Tip of small pink tongue grazing over succulent bottom lip, leaving a trail of moisture in it's wake. A whisper of a longing sigh, heavy lidded eyes alluding to a desire for more than just kneeling before him suffering his cruel grip to her face.

"Master is it? You subjugate yourself at my feet, pronounce Me as the one who holds your leash? Lure of men. Manipulator of desires. How best can you serve Me besides spreading those lily white thighs and plotting My own demise?" Fingers tighten for the briefest of moments before feathering down along pale column of slender neck - a caress that ended when that grip latched on and began to squeeze, the flutter of heartbeat - like the wings of a dying bird - under satiny skin felt against fingers. Struggles for breath heard, no chance for answer given. Merely watching the spasms of pleasurable agony cross that face that damned the souls of any she crossed.

Slender hands spasmed against the urge to claw at the arm connected to the hand that slowly strangled her. The burn of lungs desperately screaming for air was blissful in the beginning - that ache of body demanding what was needed. Ever tightening fingers digging into cool flesh to break tiny blood vessels beneath the surface, forming new bruises where the grip was the strongest. Eyes never left his face, even as vision began to swim with darkness - the realm of unconsciousness ever rising. Dainty fingers finally raising, curling around bony wrist of the necromancer that she offered herself up to - not to seek to pry him loose, but to cling in that bitter-sweet tension of pain and pleasure.

Passionless eyes watch, thin lips curve into a vicious sneer that brought the half rotted crooked yellowish teeth into view. The faint struggles of those delicate hands, so pale and soft, grasping at his wrist to pull herself ever close to the coiled violence within him. Dangerous. He knew her kind, knew that they could only be controlled by the strongest. And it was that tiny bit of knowledge that would spare the duessa seductress - for he had the driving goal to be the strongest. She would be his dangerous little toy, bound to him for eternity. Or until he deemed her of no more use and death was better for her. Those fingers continued to tighten till not even a hiss of air could be sucked in and her body slumped limp in his grip, unconscious and yet he could smell the musk of her arousal on the air. Yes, deadly creature in a way most could not handle. "Take her to My chambers, chain her ankle to the wall and dump her naked on the floor." Orders given while fingers released that bruised neck, letting her body spill to the floor with a thump while he turned and moved back to his desk to resume his work.

Delicious ache of her throat, swollen and dry, brought her from that restless darkness that had ate her conscious thoughts. A sound that might have been a coo of pleasure at the pain in her throat, supple body moving to stretch only to find thin ankle cuffed to a heavy chain. A loft of one perfect brow, a blink of those sanguine eyes, mere moment needed for memories to sharpen with that clever mind and the smirk began to grow on lush lips. With the awareness of the chain setting within her thoughts she became aware of the rest of her surroundings. Gloomy was one word to describe the room, darkness and the chill of desert night creeping in now that the sun was below the horizon. Given the owner of the room, she would have expected sparse furnishings but she was wrong. Opulent, a room created to enjoy nearly every luxury that his considerable power and influence had earned him. Rugs from distant lands, hand-crafted low tables that bore the mark of elven touch. Delicate crystal and true mirrors on the walls, oil lamps and the heavy scent of herbs and spices. She approved. Another shift, softly rounded arms lifting to stretch - the pull of something on her forearm, eyes jerking to look at what tugged at her skin.

"Now that you are awake and have finally noticed My gift to you, we can discuss... things." That voice, not quite deep enough to resonate in the room yet not nasally enough to be truly annoying. It was grating on the nerves to be sure, but a nondescript voice to match a man that had been utterly nondescript before his rise to power. "I find that I like your neck bare, unprotected from My fingers should I wish to choke the life out of you. And I cannot have a slave running loose without My mark so others know who she belongs to."

There, in the shadows of the corner, he sat. Darkness working to cloak him and hide him from her view, allowed him to watch as she let her guard down. "Master.." Soft word issued from sore throat, that appellation uttered once more to show submissiveness to him. Offer herself to him to achieve her greatest desires. Who better? A necromancer of immense power that spared no thought for morality. Who thrived on bending everything, even death, to his will.

"Ahh good. Learn so quickly. The serpent on your arm - that is your collar. Bound into your skin so that you cannot remove it. A mark of My property, of how you are in My good graces." That smirk that bared those nasty teeth, eyes so brown as to be near black watching her every little reaction. Silence descended then, waiting for response from her now.

Sweep of eyes along what looked to be no more than a raised tattoo, vivid colours - green, silver, red - that was now part of her flesh. Bound to him just as she had plotted and planned though she had to wonder if the truly difficult part was about to begin. "mmm it is lovely Master." No word of thanks, they each believed it deserved to be on her arm for a reason. "how may I serve you first?" Unspoken was the question of why she was chained to the wall like some animal.

Again, that quirk of lips - something of amusement there in his eyes. "You will find that the coil has been imbued with two gifts. To allow you to serve Me better. In time, you will of course be able to use them as easily as you do your natural gifts. You will do as I command, seek out the ones I tell you to and you will bend them to My will." Not her own will - no. She had offered herself up to him and he had taken that offering. She would now do as he commanded or her life would be forfeit.

Sanguine eyes studied the necromancer, expression held in that bored mask though curiosity welled deep within at what he felt that she needed? Pride and arrogance baulked, she was obviously good at what she did if she could manage to get to him so why did he feel she needed more? Flick of eyes towards that raised tattoo upon her forearm, quick mind assessing the situation before dulcet voice rose in query. “these gifts?” They were needed to be known in order for her to decide how best to use them.

He did love watching how she tried to figure out ways to manipulate, how to best turn a situation to her favour. She’d not find a way where he was concerned, and in time she would come to see that serving him allowed her far more power than she currently possessed. “The first is a mutation of something I can do. It will take you time to learn how to wield it, but it will allow you to entwine your spirit with another. You will be able to control the flow of this spell so that, should you desire, you will only feel them. You will feel, smell, taste, see and hear everything they do. Their emotions? You will feel them. Your hand on their skin? You will feel it as if they are touching you. The conduit of the spell will even allow you to gift someone the feeling of you - your sight, smell, taste.. Emotions. It will better allow you to gauge how to control them and bend them to My will.” Eyes watched now for her reaction, curious if she would see immediately how this would help her.

Baritone words dripped from his lips to her ears, mind processing the magnitude of the first gift, slender brows climbing upwards at what it meant. There was a moment of surprise before the corners of lush lips curled into a slow smirk. Such a gift indeed! The promises of it’s use tickled at her fancy, the desire to learn and test it growing rapidly. “and the other?” Words purred from her, pleasure at how well he had thought out this easily seen and heard. The seductress was being seduced for once.

“The second gift is a way for you to manipulate someone to do your desires. A heavy handed spell that will force another to do as you want. They will know you are forcing them and yet they will not be able to stop themselves. This will only work on things that will not cause them to kill themselves or another so do not think of that.” With the two gifts at her disposal she would become quite the fearsome opponent against those who resisted him and he held no doubt that she would master the gifts imbued in that item in short time. “and know that if you ever try to use them against me, it will be a disastrous end for you.” She was caged snake, beautiful to look upon but dangerous. He knew well that he’d never be able to trust her fully so he made sure to warn her of the consequences of her deciding to try to control him.

Persephone wore the coil for decades, bending others to the will of the necromancer as she had agreed to on that day. But ever is it in the blood of the duessa to seek more power - the necromancer had known from that day he chained her in his room that she’d turn on him sooner or later. The coil was removed from her arm with her death, an attempt to manipulate her will onto the necromancer earning her his disfavour. It wasn’t till he slid the coil onto his own arm that he found a rather surprising twist to that item of jewellery. It had absorbed from the duessa small traces of her ability to heal - to prolong life, the feel of that subdued magic in the metal making him laugh. Wasn’t it fitting that he would now have that to further his goal of immortality?
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Centuries passed and the necromancer was soon forgotten as was the duessa that had served him. The item that he had gifted had remained on the necromancer’s arm, and he - he had found the way to become more. To cheat death and live forever. A lich he became and it wasn’t until his phylactery was destroyed and his physical form was pulled forth for destruction that the coil was once more seen by the eyes of the living. A young bard, destroyer of his flesh, peeled the coil from his arm before what remained of him was burned, intrigued by the snake band. And so, Persephone’s coil was brought once more into use to cause the havoc that it had first been intended.

Punishment's Affection

Owned By: Adisa

Type of Item: Device

Equipment Slots Used: 0

Description:
Punishment is a gem, that shimmers darker then the void, with hints of silver within, flickering like flames. No bigger then a Man’s thumbnail, bonding with the flesh of that it chooses, molding to the brow between the eyes, like some jewel of decoration. Fusing with the flesh there, by its magic.

Powers:
Punishment’s Form (2 Slots OOB):
Training tool of long ago, for a Duessa submissive, the gem holds the power to force the shifting of form, of emotions within, to that of a ‘lesser’ race. A human, not holding the trait’s a Duessa finds beautiful, but mortal. Forcing the Duessa to know emotions, to know fear, to know pain, to know the other side of what normally she would never feel. Heat and cold, sleep, hunger for something more then pain within itself. Harsh punishment indeed.

Mech: Once a day, the Duessa who wears such is forced by the Gem’s ability to change form (lasting for one scene). Into that of a human woman, meaning that the azure flesh turns creamy, warm to the touch. That heart begins to beat, and blood flows through veins that normally feel nothing. Nerves take on the reactions of a human, meaning pain is felt as pain. Body while formed does not heal at a duessa rate of speed, instead wounds are felt as wounds. The duessa is capable of feeling hot or cold, capable of eating, of sleeping, of dreaming, breathing. Of wanting softer things. Indeed she feels the prison of mortality for the first time within her life span. Knowing what it is to be capable of being injured. While her mind is still duessa, her body is what shifts, leaving her to deal with such changes for good or worse, only to have it taken from her when she least expects it, to be pushed back into the form that the Mother gifted her with. No combat within the changed form, should the duessa be struck or attack while formed the gem reverts her to her natural state. Once within her natural state, of course her healing powers, and boons/flaws of being a shade come back into play. Items enchanted with un-removable, or permanent, and her clothing and gems, do not change when she does, merely adorn the new form that has ’life’ within it.

Punishment’s Curse (1 Slot OOB):
The punishment itself takes a mental toll upon the duessa, for the first time, even when she is not in that human state, she is capable of holding a sense of regret or remorse for what she does or has done. Knowing what it is to be mortal, knowing what it is to feel pain, even if she naturally does not. Because of the nature of the form of humanity, she is unable to cast anything but out of battle spells while within it, just as her healing abilities are taken until she is put into her true form. She is capable while in Human form of hunting a animal, killing but the weight of that action when she reverts to her natural form, would literally force her into some illness, until her mind adjusts to knowledge seen from the 'other' side of the fence. However the restrictions on killing a PC would remain as the restriction is for a duessa. Not allowed. As stated combat negates the ability of the gem, and these things weigh heavy upon the creature even when in her natural form. The Gem is constantly there, embedded to flesh, in ways a constant reminder of lessons learned.

History:
In a land farther away, in a time long ago, there lived a Necromancer. Wicked man, who kept among His, a duessa slave. However, his heart was warmed by a human girl, sweeter then honey, pure within her intention, and his want for her triggered a vengeance within his duessa. Human, was taken within the Keep, claimed as Love, as mate, and the duessa could bare not her position as first usurped by such a weak thing.

So she fell into the schemes and plotting, surrounding herself with tomes. A duessa could never take a life, so then, she merely crafted herself into the form of the Human, sneaking within chambers of the Necromancers most hated enemy, laying with him, and using lie speak filling his head with thoughts of love, whispers of betrayal, to take down her Necromancer Keeper, but in the guise of his Love. Easier thing that, the rival being given the keys to the kingdom, so to speak, and with that a battle that would ravage the landscape, all won between sticky thighs, lies, and form not the Duessa’s own. Sadly enough though, the Keeper survived, while his human did not.

You see, when the battle waged, the Rival spoke of markings upon the Human, spoke of how she had whored herself, how she had betrayed the Necromancer. How her innocence was not innocence at all. Emotions running rampant, in the blood lusted heat of battle, the Necromancer struck out, his bone shards shredding the weeping form of what he had called Love. Human girl, left for dead. Only when the grounds were cleared, only when Rival was put to death as well, did the pieces start to fit together, only then was the treachery of the duessa discovered. How her hand had wounded all, how her lies had created a hell that the Necromancer would never be free of.

So then, crafted from the very drops of blood that leaked from His wounds, this gem. Enchanted, and infused with the trait’s the Duessa never understood, could never take as better then her own. A subjected form of punishment for the vain, for the wicked, to be trapped within a body, not only trapped but forced to feel. Understand, and have empathy for her actions. Like some form of constant Illumination, that boils within the heartless, that was what the Gem was. Placed upon the duessa, forced to bear it, until the day that she could take no more, and ended her own life. Necromancer trapping her soul, so that re-spawning was a right taken from her. The gem falling into the abyss of time…or so it would seem.

Delivered, so many years later, when legend had turned to myth, and myth to some forgotten story used to teach parables. Grain of truth and location learned, then the gem once more found buried in the words of time. A Keeper of a duessa, finding the lore, and discovering it, a way to reward her, through another's punishment, grant her the understanding she had longed for, through some painful bit of misery.

Qe`lesh Ring

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
A simple white gold ring that could be easly mistaken as a wedding ring, no stones or anything, rather plain and yet still beautiful.

Powers:
Far Touch (Combat - 2 Slots)
Desc: - This ability allows the bearer to extend the power of one of the spells that they posses, enabling them to increase its range to affect foes from afar.

Mechs: - This ability allows the 'Strength of my Enemy' spell to be cast at close or at ranged. If used at range, then a phantasmal hand is launched towards the enemy, connected to the caster, as a magickal manifestation of the touch of the caster. The spell is cast using either !clomag or !ranmagatk (+ slots in spell) and is defended with the corresponding defence (including Physical Armour, Enchants and other defense spells). The spell costs 3 stamina plus 1 point for every 2 slots used in the casting of this spell. Upon a successful cast, the victim is sapped of stamina equal to the amount of slots put into the spell. This spell cannot be used if the caster's stamina is equal to or less than the number of used slots.

Rapid Regeneration (OOB - 1 Slot)

Desc: - The bearer of this ring will find any flesh wounds regenerating overly quick, taking care of the annoyance of minor wounds and lacerations and leaving no scars in the regeneration process. This does not heal anything beyond the outer skin.

Mechs - Will heal minor wounds and lacerations without imperfection. Inside combat, this ability has absolutely no effect, and will not prevent death if enough damage has been taken. OOB Only

History:
This ring was created by the mad necromancer Qe'lesh whose origins were lost in time. The name clearly indicated some elven heritage but to which specific race no one knows anymore for the lore about him is rather scarse. As any powerful necromancer in his time Qe'lesh perfected, among many other things, his skill for draining the enemy of their strengths so that they could be taken alive for his cruel experiments, some of that knowledge was imparted in this ring. The necromancer is belived long since dead even though no accurate acount of his demise exists but some of his old belongings are known to pop up around the world. Often they are worn by some powerful mage or another changing hands as one dies. In some cases they are stored in vaults for fear of their power.

Quill of Vocal Writ

Owned By: Keani

Type of Item: Device

Equipment Slots Used: 0

Description:
The Quill of Vocal Writ, were it not for its size being roughly the length of a human's forearm, could be mistaken for a quill from the feather of a snowy owl. The main colour being a clean and pure white with dark brown and black spots along one half that change into stripes along the width of the feather near the rounded tip. An air of mysticism surrounds the quill and when it catches the light of the moons just right the quill takes a faint azure sheen. When its power is activated and the quill speaks it has the voice of a woman strong and confident, a voice of one who bears centuries of knowledge. The woman the quill is from.

Powers:
Spoken Verse: (1 Slot - OOB)
After a wave and a word, the bearer of the quill can brush the feather over written text to make it speak. Be it ink upon parchment, carving upon stone or anything in between, the quill will speak to the bearer in the spoken form of the written language as it moves across the writing, held by an unseen hand.

Mechanics
When passed over text, the quill will speak the words it is brushed upon. This works for all languages that have a spoken counterpart and is pronounced as if spoken by a native speaker. This feature is a straight word-to-speech and not a form of translation as in sylvan text will be spoken in the sylvan tongue and no other language, Dwarven will be spoken only in dwarven, etc... Due to the nature of this speech the tongues spell has no effect, meaning for one to understand what is being said by the quill they must understand the language naturally. Once the reading has begun the user can release the quill and the magic will keep the quill reading until the passage is read, the quill is collected or the user is put in to combat. Not Usable in combat.

Written Voice: (1 Slot - OOB)
For what good is a reader if it can not also write? With the sharpened end of the quill pressed against surface and the command word spoken the bearer of the quill can speak to it and it will begin to write, moving by itself as if held by an unseen hand. One can decide to supply the quill with a pot of ink but if none is given the magicks of the item supplies all the ink it shall need. A brilliant mystical gold that dries into a simple mundane black ink.

Mechanics
This ability is the compliment to Spoken Verse. Where Spoken Verse reads text, Written Verse instead takes the words spoken to the quill after activation and writes it down in the spoken language. When using this ability the quill and an endless supply of golden ink that turns into a normal, mundane black after drying. Should the user wish for a different colour they must supply their own pots of coloured ink which the quill will dip itself in to when writing. This ability works only if the language being spoken has a written counterpart and does not work as a translation, you speak to it in the sithian tongue, it will write in the sithian alphabet. Once activated the quill will write until the ability is cancelled, it has nothing more to write upon or the user finds themselves in combat. This will only write upon what its owner has spoken, not by anyone else. Not Usable in combat.

Gentle Correction: (1 Slot - OOB)
Mistakes happen, especially when one is speaking and so the ability to wipe away said mistakes as if they never happened is not only a matter of convenience, but sometimes of utmost importance. With a brush of the quill, and proper words of activation, one can wipe away text written by the quill.

Mechanics:
This ability functions much like the 'erase' spell in the common sphere, erasing text from a simple period to an entire book if so desired. With a second word all the remaining text will shift to fill in the new void as if it was never written at all. An example being 'Jim wore a blue, no wait, it was a green shirt' being erased to 'Jim wore a ________ green shirt.' the text would move to fill in the blank space to 'Jim wore a green shirt' as if that was how it was written originally. This ability only works on text written by the quill itself, be it with the Written Voice ability or anything the user writes normally. There is no time limit upon this ability, although it will only work upon books and words that have been created by the quill itself. Not Usable in combat.

History:
Kalimbrah was one of the oldest of the magi's of her time, being one of the survivors of the travel through the void that brought Oceana, Morpheous and the magi to the world of Belariath she remembered the world that once was and dedicated herself to recording the memory of all those from that realm before such memories could fade. With her work she helped bring forth the Azure temple and was with the first expeditions to learn more about the world that was their new home.

She was a woman that craved knowledge, there was nothing she did not wish to learn but even more so she was more than eager to share nearly everything she could to those that would listen. It was then she discovered a hurdle in the quest of knowledge, those who were curious, but could not read, people who knew many things, but had no means of writing them down to be archived and more easily shared far and wide for generations. While some could learn others did not have the means... and more still did not have the time, ancient elders with but days left in the world.

Kalimbrah herself thought about this issue for some time, of course one could have others write the words, but she had discovered others like to put their own thoughts into another's words, not to mention the burden of bringing others just for the task of archiving and the sometimes suspicious nature of people leaving them less likely to trust a group. Finally, as her years caught up to her and she prepared to learn about the next part of her life, an idea came to her and she spoke with the goddess Morpheous to perform the preparations.

Upon her passing, the goddess took feathers from Kalimbrah's wings and imbued them with a fragment of the wise one's essence, with this power they could handle the writing themselves, and with her voice they could speak out what was written to any who wished to hear. The quills were handed out and spread across the world. Some were destroyed, others lost, those that remained were returned to Oceana and held as relics to be preserved. Not to be trusted in the hands of non-magi due to their recklessness.

As years passed, one of the lost quills was rediscovered, stuffed in the corner of a magic tower named Unigo and when a curious mage took it in hand it imparted its knowledge to her, what it was and how to use it, so she could better learn and spread her knowledge herself.

Reminder of Betrayal

Owned By: Shogeton

Type of Item: Device

Equipment Slots Used: 0

Description:
The amulet looks relatively simple. A smooth stone, something like a coin with a hole for a chain or lace to be run through. On one side are a pair of leathery wings, on the other a pair of feathered wings, but the feathered wings have been defaced with several scratches going all over it. It has the colour of dried blood. When it is active however, it starts to spill fresh blood during the fight. The blood seems to fade away mere moments after dripping down from the amulet, but smells of actual blood.

Powers:
Righteous Fury (2 Slots - Combat)
Granted by the gods of their religion, and imbued against the sword foes, bearers of these medallions fell that rage against their enemies all the more closer to the surface of their emotions, feeling it swirl and rage, barely held in check. Against their foes, they are able to release this rage to allow more fludity and power in their attacks.

Mechs:
Against any naturally feathered race, the medallion bestows upon the bearer a righteous fury, almost as if empowering them with slightly more speed and strength. This fury grants them a +5 bonus to attack against naturally feathered races only, as the power within it is able to sense if wings are a true facet of the enemies racial make up

Taint of the Unjust (1 Slot - OOB)
The same gods that grant the power with the medallion, also grant this device a defensive mechanism to try and avoid it being removed and therefor depriving their conduits of the power it grants them. Any feathered race attempting to grasp the medallion would be strick with mental pain and anguish as the power was unleashed against them.

Mechs:
If the medallion is grabbed or pressed to a feathered race, then that character begins to suffer the mental attack set upon them. The feeling of pain is so intense in their mind that anyone touched or touching this will do whatever they can to recoil from the medallion, the feelings so overwhelming it responds to their unconscious primal feelings of flight or fight. The mental pain and anguish continues till the medallion is taken further than 5 feet from them, when the effects start to fade over 3 rounds. If voluntarily taken, the afflicted person will do their best to get rid of it as soon as possible, if pressed or held to flesh, then they will do the best to escape from the item with whatever means they have.

History:
Chirot and Kiroan once lived together in peace in the Great Kingdom.

It's not something the Chirot often spend lots of thought on, focussing on what happened after the Betrayal. It's not even sure how long it lasted, since Chirot were immortal back then. But, living in peace, it was not surprising that the children of Kiroaja and the children of Sheara might fall in love. It is said this amulet was one of a set one such couple gifted to eachother. Their names and even genders are lost to the ages, but as the legend goes, they were the longest lasting couple there was in the Great Kingdom. The amulets had two sides, feathered wings on one, leathery batwings on the other.

What were the reasons for the Kiroan to betray the Chirot? It's not known. The will of Kiroaja counted for more than love? Jealousy of Sheara's love? Desiring a slave rather than a lover? But for the Chirot, the betrayal was very personal, waking up bound, their lover telling him Sheara was gone, and the Kiroan traitor would take Her place.

Love and hatred, as is often said, are two sides of the same coin, and over the years, the Chirot grew to hate all Kiroan, as did all Chirot, but a special deep roooted burning animosity for their former lover. The medalion, which was affixed to his neck like a collar, was clawed at from the featehred side over the years, leaving scratches across it and soaking the surface with the blood of broken fingernails as well as the abuses suffered.

And then Sheara returned, freeing him and sending him back to a new world, where this Chirot was among the other recently freed people. His story ends there. He or she lived, learned, built, tasted death for the first time and entered the Great Circle. But the amulet that travelled with him endured, something of the unending hatred and feelings betrayal having seeped in it, touched by Sheara when She found the Chirot.

The amulet doesn't seem to work for just anyone, in fact, for most people it is merely an amulet. Some say Sheara decides who is worthy, some say only someone who hates Kiroan with great zeal can contact the power inside, some say that only the reborn soul of that Chirot, when reunited with the amulet, can be reunited with the hatred too great to be contained in one soul. But when it does happen, it creates an unforving nemesis to the featherwinged ones. Its always in contact with its wearer, just a nagging feeling at the back of the back of your head, but it only takes a thought to activate it. Yet those in Chirot history who used it, did not do it lightly. Using it makes one feel the hatred, but also the pain and the betrayal.

There is of course the other amulet. The one the Kiroan wore. It is unknown where it is, if it still exists, or whether it too might have any blessing.

Ring of Faded Dreams

Owned By: Alren

Type of Item: Device

Equipment Slots Used: 0

Description:
A simple mithril ring covered in what seems to be dull scratch marks. If a curious eye were to take a closer look at this unique piece of jewelry, it would find the scratches to be be random at all. Wrapped around the rings surface was a thin web work patter of some unknown material. If any mage were to try to detect magic, it would be this lacework pattern giving off a tingle of interest, the mithril ring merely a place holder of sorts.

Powers:
Touch of Darkness (Combat - 2 Slots)

Those who live in the light, and who can survive the darkness, have learnt about the powers that it contains. This item, enables the bearer to tap into some of that darkness, and use it to bring their opponents to their knees. A projectile of darkness is launched at their opponent, and upon hitting, the darkness leeches into their bodies, weakening and sapping their stamina.

Mechs - This is a Ranged Magical Attack, and is defended with a Ranged Magical Defense. The ability if successful, it deals no damage to life, the damage dealt is applied to the targets Stamina instead, and they lose their ability to evade to regain stamina for the length of three rounds. Should the opponent be reduced to 0 STA this way, they are considered knocked out and too tired to continue the fight (but very much conscious)This ability can only be used once every combat scene, and is limited to 3 times a week.

Moment of Serenity (1 Slot - OOB)

Desc: Designed to allow peace of mind to those that bear this item. With a moment of concentration and meditation, this item allows the bearer clarity and peace of mind during stressful situations.

Mechs: This simply allows the bearer, with a moment or two of meditation, to ignore the encroaching feelings of panic from claustraphobia. This effect will last for the duration of the time spent within such confines, and needs to be repeated if leaving and entering a cave within the same scene

History:
The ring of faded dreams was created accidentally during an experiment a cable of mages was performing. A simple mithril ring had been left off to the side for one of the younger members to practice his enchanting on. The forgetful young age had left it out in the ritual room when the higher members of the forgotten order attempted to thin the walls between this plane and the realm of existence where familiars were drawn from.

The ritual was a disaster. Titanic forces of gravity bent down upon the cavern where the rite was held, trapping all within into an earthly tomb. The mage’s paid with their lives for trying to dabble between realms. The ring however soaked some of that energy up. Took into it something from the rite, something that gave it the powers to act upon the edges of the mind, edges of the senses as if some small part of it was still connected elsewhere.

Ring of Flight

Owned By: L`aquera

Type of Item: Device

Equipment Slots Used: 0

Description:
Item’s Base: Ring

Powers:
Flight: This ring is enchanted with flight permanent upon it. No need to use stamina or to call out the chant for such, it is always able to be used.

Natural Grace: This effect allows that flight upon the ring can be done literally as natural as walking to the one who uses it. Able to fight, spell cast, evade as a creature born of wings. More then useful to those who find the object itself, it is to be able to take to the air, and soar with the creatures above.

Mech: Natural Grace allows the owner of the ring to use magic and fight in flight within the stamina cost that would normally come from natural flight. This means that stamina cost is normal for spell casting and physical attacks +2 additional points to maintain flight.

History:
reworked 4/13/11

Ring of Transmutation {Moriel}

Owned By: James`Menel

Type of Item: Device

Equipment Slots Used: 0

Description:
ring

Powers:
Form of the Moriel. (2 slots)

Ring, gifted to a member of the order, mission given to infiltrate and observe a certain position in another race. Ring devised to allow this to happen, magick changing and warping the bearers true form, changing them physically from one race to the race of their intended target. To allow them to escape detection the change is real, no illusion or time based spell forcing them to change back, but a real change, real shift of body from one form to another, losing all benefits they may have had, but gaining anything their target might posses. Mind keeping the same, so as to be able to maintain and undertake their mission successfully.

Mech: One of the powers of the ring, this grants the wearer the form of a moriel whilst the ring is being worn. The change is purely cosmetic, it does impart on the wearer some of the lifespan common to all elves, as well as significantly improved eyesight, enough to even see in the dark (though this would have no effect on combat, as it is purely for RP purposes). Any spells that require the user to be a moriel do not work, as the change is magical and not a natural state of being

History:
Amongst the vast kingdoms that were and are, there are those within, who spy.
But yet, most spies only go as far as their races allow them to, and that implies the access is forever denied to some circles of power.

Even within those vast secretive orders, namely those that aspire to power, there are still spies and traitors, often willing slip a note to a known enemy, or whispering the first few letters of a magical password. But even still, these are agents bound by their breed and knowledge, as well as years of practice and interests.

However, centuries ago, such barriers were transposed, by one Order and one Order alone.

The Chamber of the Eye was known to be one of the most powerful spying organizations, and its members rooted themselves into any organization, into any ring of thieves, and even into the highest seats of power within several of the most influential races. How they did such things, was a mystery to those from that time.

But scholars from the magical towers of Unigo, have recently unveiled the reason why the Chamber of the Eye was apparently so powerful.

The chamber of the eye consisted mostly of a congregation of human magical practitioners and thieves, the two often blended into a single art. Together, this spy ring, conjured items of great scrying ability and dwelled heavily into the necromantic and natural studies, seeking to emulate their targets.

Soon hired by the human King, Leopold III the Honorable, the Chamber of the eye soon became the eye and conscience of King Leopold III, and with many resources about, was able to finally achieve their goal, devising the Seven Rings of Transmutation.

Each ring was a tool, for a skilled spy. It allowed the user, to morph himself into a member of a particular race, and the seven rings were used to infiltrate the kingdoms of the Elves, Dwarves and others. Much of the Information now known to humans from these races and their structure, arches back to these times, where heavy documentation was performed by the agents of King Leopold, whom, saw himself embracing a war on several fronts against other Human kingdoms.

The rings were used to merely push the Elves and the Dwarves into the War, which in turn contributed to the weakening of Elven and Dwarven power at the Time, eventually contributing to Lord Stormbringer’s conquest of the elven forests and the Dwarven caverns of the Southern Lands.

Yet, with King Leopold’s demise, during the ensuing wars, along with the conquest and dissolution of its realm, the Chamber of the Eye was disbanded, and the Seven Rings of Transmutation were lost. Many made their way into the coffers of the Elves, while others remain in human hands. Yet, where they are is a mystery, and indeed the existence of these items is debated already.

Rings of Fire

Owned By: Scout

Type of Item: Device

Equipment Slots Used: 0

Description:
Forged with pure mithril and the cleanest of rubies. The rings shine brightly in the light. Upon touching the rings, there can be felt a bit of heat emanating from them, though not enough to burn. Looking closer within the rubies that hung from the lowest spot of the ring it's as if a small flame could be seen dancing about within the gem, an entrancing view. The sides of the rings engraved with images of dancing flames who's tips seem to fade off just before the ring enters the flesh.

Powers:
Fireproof (1 Slot OOB)

The ability granted to the owner of the rings when in place allows the user a much higher if not immune tolerance to natural fire. Allowing the person wearing the rings the ability to handle burning objects, move through small to moderate sized fired without injury to ones self, items on the person however may be damaged. If the bearer were to be caught in a area of fire that is taller or of a width wider than they are tall, the ability will diminish and become obsolete all together. This does not apply to fire based spells in which intended to harm. This ability does not carry over should combat start.

Fire Toy (1 Slot OOB)

Allows the wearer of the rings the ability to manipulate fires, move flames about while being able to shape the flames to any form or shape desired by the manipulation of hands and thought. The object is essentially tangible, almost solid-like flames. These flames may not be used to attack any person. These flames are simply for showing the level of control over fire the wearer has. Objects created using this ability can be cool to the touch and unable to burn or warm but unable to harm; length and width is limited to the caster's arm length. Objects can be handled at that point by others until the ability is canceled by the owner. OOC consent required if used in any sexual fashion. Not usable in battle.

Overheated (1 Slot OOB)

Upon wearing both these rings, the wearers body temperature rises noticeably higher than that of most people. The person's body very warm to the touch, almost hot. This allows them the ability to stay warm even in the coldest of weather. Their internal temperature always remaining significantly higher than average though the wearer notices no adverse affects. This effect does not cancel any outside magical influences that effect temperature; it does not carry into battle if combat starts.

History:
Forged many years ago within the heart of a distant volcano, the rings were created for a powerful mage who wished to control fire and every spark, every ember, and each lick of a flame. Created so that she could control the flame down to the very shape and color of the flame for her own amusement and power. Using only the purest of materials and highest of the natural heat, the rings were forged just so. To grant the wearer of the rings the ability to control the natural element of fire.

During the Pyromancer's reign she wore the rings frequently, upon her death these rings were removed and hidden from the general population. Hidden for years, the rings were long forgotten until the relatively recent years when someone had stumbled upon their hiding place and sold them at the nearest bazaar for some quick money, shuffling around until they found their way into the hands of a pyromancer where the true power of the rings were rediscovered.

Robe of Ar’was

Owned By: Shadow_Wolf

Type of Item: Armor

Equipment Slots Used: 0

Description:
The Robe of Ar’was is crafted of the finest silk in panels of silver with green embossing along the lapels and collar that appear as leaves and vines. The sleeves are long, with a wide band around the waist of darker green. The robes will auto-adjust to fit their wearer when a new Owner is chosen.

Powers:
Nature's Benediction (1 Slot OOB);
There are many who would abuse the power of Gaia’s gifts, who would seek to leech from her bounty and never return what was taken. For those who Champion themselves in Her name, who strive for balance and never take more than what they give in return, the robe grants the blessing of rejuvenation and healing. This can manifest in lifting fatigue or healing minor wounds without stamina loss. The owner must be out doors and in contact with nature, and can not be used in Combat.

Mechanics: The owner of the robe is granted a boon from Nature when in a natural setting. The feeling of fatigue, strain, minor aches or bruises, will almost be felt as non existent so the Champion can continue with his work, right up to the point when the Owner has used all of his strength or stamina and he must stop all activity or fall.


Nature's Champion (2 Slots Combat);
The robes carry with them a defensive boon that can be used when the Owner is within natural settings. The thread worked into the cloth will ripple and change, becoming multiple vines with thick thorns that wrap around the wearer when it senses an impending attack upon the Champion. These thorns will act as a defense against close physical attacks, a deterrent against surprise ambushes that may keep the Champion from continuing his work as a Protector of Nature.

Mechanics: Should the Owner be taken unawares in a natural environment, by a close physical attack, and should the attack hit or miss, vines will rise up to protect that which Nature has chosen as Protector. Wrapping about the Attacker and doing a !r 1d10 roll as their damage. The thorns release, and disappear back into Nature's arms, with the second round of combat started. One while in the thorns is allowed to attack again, it does not hold them captive, and the ability is only usable within that first round of combat

History:
The mother of all nature, Gaia, is a fickle creature. Sometimes she can be serene and playful, other times destructive. Fortunately this tale is one of the former. It had come around to the time of spring, and the goddess thought to amuse and enjoy herself in the season by taking the form of a lovely wood nymph. However in the forest she was strolling through, an unknowing wolven hunter came across the goddess in disguise, and he sought to track her down and capture her to slake his own lusts. Gaia pondered turning her wrath upon him, however she indulged the wolven for a while, however since she could bend nature to her will the forest simply parted for her while impeding the wolven's progress.

The wolven, frustrated...conceded victory to the nimble nymph. It was then when she revealed herself to him as the Goddess of Nature. The wolven humbled...fell to his knee and was humbled before the goddess herself. She then rewarded the hunter with a robe that she told him would assist him with his hunts, protecting him from her smaller wraths and granting him the strength of the forest. From then on the wolven hunter swore to protect nature and act as a priest of Gaia. His name was Ar`was.

The robe itself was granted and taken by nature as various high priests of gaia proved or lost their worth in the eyes of the Goddess. IT wasn't simply given or taken, but it would be come manifest in whatever robe or simple garments they would wear, one day it would be a plain robe of the arch magi, then it would be Robe of Ar`was, physical description completely matching the legend, then the next it would be a simple robe again. After all it was the goddess who made it, and she could make it manifest in whatever manner she saw fit to those who were worthy of it

Robe of Shadows

Owned By: Aramis

Type of Item: Armor

Equipment Slots Used: 1

Description:
A mage robe simple in appearance. Black with simple silver runes embroidered on the cuff.

Powers:
Cloak of Shadows (2 slots)
When a wearer uses this ability a shimmering in the air like a passing shadow appears around them for a moment before dissipating, covering them in an aura of arcane energy that acts like a barrier against magic and physical attacks.

Mechanics- Only effective against close physical and close magical attacks. 10% of the damage inflicted to the wielder is returned to the dealer of the damage (minimum of 1 point of damage reflected upon a successful attack). This ability is unable to be used in conjunction with other auto-damage or defensive spells IE damage shield, reflux shield etc. Bonuses to defense from enchantments are the only exception to this rule; however if it was attempted to be used with another defensive spell, both are broken and rendered useless. This ability can be used once per combat scene for up to !r 1d5 rounds

.
Phantom Wings (1 slot)
This ability allows the wearer to move while in flight as if they were born to do it. They move with an inborn grace and dexterity of a natural born flier. This ability allows the wearer to fly at anytime like a natural born flier except during combat. There is a weight limit of what the wearer can carry while in flight that limit being nothing over 20 lbs. During combat the ability will revert directly to the flight spell, losing its boon, due to the stress and concentration required in a fight.

Mechanics- This ability takes the already known fly spell and augments it to allow better ease while outside combat, alleviating the required stamina use when carrying small objects and making maneuverability easier, more graceful. The stress of combat does not permit this ability to be used while in battle. The wearer must have and use the fly spell for this ability to work.

History:
Kalabar was an evil, dark mage who enjoyed reeking havoc on the people of his land. Being a chirot, he flew where ever he liked, putting spells on those he encountered, enchanting people to do nasty, untold things: steal, rape and even kill. For years this went on until the local people had had enough and sent for an even more powerful mage to come and save them from the destruction of Kalabar. The mage was Aggie, a female human who looked as if she was ready for death. But like the old proverb goes, never judge a book by its cover for that is just what Kalabar did. Having taken one look at Aggie and believed her useless, even laughing in the female mage's face, he left her, unattacked, unharmed, for he saw it as no challenge. Therein Lies Kalabar's first mistake....His second was leaving his house unlocked for it was all too easy for Aggie to find her way inside. She stood above him as he slept, her powerful magic able to keep his alarms from going off. She then used a special dagger to attack him but she did not kill the evil mage...She knew what would hurt him worse. She cut from him his leathery wings and then enchanted the nubs to never be able to be regrown by any healer. She then disappeared as if she had been only a dream in the minds of the people. To say Kalabar was upset would insult him and the readers of this legend, Kalabar was so angry, that this scribe cannot find a word to really describe it. But the local people were in luck, the sorcerer locked himself inside his house and for some time, not a person saw or heard from the mage or of his evil deeds. Slowly, he became more myth than man...Until, ten years had passed and suddenly, from out of the darkness rose the evil Kalabar, somehow flying once more! The local people were slaughtered for their past with the mage but not before one lone boy, the son of a simple mage and seamstress, was able to find Aggie and beg her to return to smite Kalabar once and for all.. Aggie returned at the boys urging, looking even for haggard than she had ten years prior. She took one look over the evil mage and knew the source of his power. After a fierce, epic battle, Kalabar was dead at the feet of Aggie. She bent down and touched hi robe, her suspicions correct, he had enchanted his mage robes to give him the impression of a natural born flier, as well as to let him wrap himself in shadows to keep from being injured as easily. Aggie had the robe removed from the body and took it as her payment for services rendered. She looked to the boy and decided to pity him seeing as his village had been ruined and his parents killed. She took him as her apprentice instead of leaving him to the wolves that would soon overtake his land. That boy grew to become an even greater mage than Aggie or Kalabar, thankfully, he felt the need to give back and teach like Aggie had done to him. He came to be a great professor at Tennero Academy in Argus. When Aggie had died, she had Kalabar's mage robes with her and gave them to him, saying he was her finest student and thus deemed worthy to wear the robe. It was on Quirinus' own deathbed that he declared to his manservant who was to gain the robe. It was to be sent to an old student of his, one from many years ago that he had never forgotten, a young man who had such trouble with his past but always able to perform great magic. Quirinus declared the robe to be sent to Aramis Loawithe just as Aggie had given it to him.

RockNRoll

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
Level: 20
Class: Earth Mage
Item Base: Sled

Powers:
Tunnel Traveling (1 Slot)

Similar to the Earth Mage's Stone Stride ability, this power allows the owner of this item to move through the earth itself, but also allows them to carry a single passenger. If alone, the earth mage can travel at 1 mile per minute at 5 stamina spent every minute. With an extra person, the stamina cost increases by 10, and the user can only travel for up to a mile before the earth spits them back out. The sled itself remains within the earth until called upon, and the user has two rounds to get on the sled before it slips back into the earth or the earth mage will have to spend another two rounds to summon it back up. In addition, only clothes, armor, and 30lbs extra in a backpack along with that single other passenger may be allowed on the sled along with the user at a time. This power cannot be used in battle. OOC Consent required from passenger.

Periscope Vision (1 Slot)

While underground, the owner of the sled can possibly see what is above him, though no real detail can be seen. The earth mage could see the shape of a tree, or a person, but no defining features.

Mechanics: The user rolls a d10. If 2 or below, the earth mage will not be able to see anything. 3-7, the earth mage can make out shapes, but it is difficult to determine exactly what those shapes belong to. 8-10, the earth mage can tell specific shapes apart...a tree, a wall, a person, though once again distinct details are obscured. This power cannot be used in battle.

Land Travel (1 Slot)

The user can move rapidly across the ground, born forward by their will and the magic of the sled. With just the earth mage alone, for every 20 feet moves the user burns 2 stamina. If the earth mage chooses to carry a passenger (only one passenger allowed), the stamina cost rises by 10. Just as with Tunnel Traveling, the sled remains in the ground until summoned forth by the user; the user has two rounds to get onto the sled before it sinks back into the earth, and the user has to spend another two rounds to summon it back. Along with a single passenger, only clothes, armor, and 30 lbs extra in a pack are allowed on the sled other than the earth mage themselves. Cannot be used in battle. OOC Consent required from passenger.

History:
The sled itself had started out in the northern mountains of the old empire, where a Clan of Barbarians worked the earth for minerals and gems; their backs often broken by the toil and bond they shared within the worlds crust. It was a hard existance, each member was expected to hold their weight, to sacrifice for both the Clan's welfare and the Spirits that guided them. One of these members, a man by the name of Aaron Strongarm, did so with such dedication, that he was often the last man in and out of the mountains; often watching as his brethern rushed home to wives and warm hearths. Aaron had nothing but the mountain as his companion, the earth itself always felt beneath his feet; the lime and slate becoming mallable between his fingers. He was young, and saw more then enough time for him to settle down, and do as his Elders bid.

It came on one unfortunate morning that Aaron was working deep within a vein of the mountain, chipping at an odd sort of crystal he thought carry a magical resonance he had never seen before. Meanwhile, on the surface, Deidre, the sister of one of the workers, had come to visit her sibling and pass out sweet lemon-water for their thirst. Deidre was a well loved girl, beautiful with her rich brown hair and amber eyes, and often drew the eye of the other men (and sometimes woman!) in the group of workers. Decidedly though she had no interest in them, for quite some time infact, she had been dreaming of a means to get Aaron's attention. Hearing he had holstered himself deep within the caverns, she took up her pitcher of cool liquid, and without her brother's knowledge, journeyed into the dangerous tunnels to find him.

Deidre found him alright, but as he turned with surprise at her presence, there came a rumble from the ceiling above. In that moment, a cave in would block their ability at escape, Deidre injured in the process. Aaron, distraught, knew he could escape, but that would mean leaving the injured girl on her own until rescue could be had; and even with his powers over the earth, could take days. Secluded in the dark, he looked to Deidre and felt desperation grab hold of him. It was at that particular juncture that he noticed the light expelled from the crystal he had been mining, reaching out to pull it from its nestled position with a bemused expression.

After much experimentation (or at least a few hours) he discovered the he was able to use the rock to focus his powers; this allowed him to push the tunnel wider, giving them more air - it also allowed him to expand his stone slide ability. Testing this, Aaron picked up his axe, and began to gather as much of the crystal as he could find. By the end, he had enough to push and manipulate into a sled-like device, that Deidre and he could both sit or stand on comfortably. The stone glowed, then instantly dulled, and crossing their fingers, Deidre would hold onto Aaron as he would push out with his magic.

It worked! Not only was he able to slide them both through the stone, but once on the surface he was able to speed them along to the village, where Deidre could be healed. The sled would continue to be used as a means to assist in both cave-ins and travel, and when Aaron finally settled down, no surprise with Deidre, the item itself was eventually passed on from father to son; and eventually became acquired within the vaults of the new Ilifrian Empire.

Roesor d'lil Lani

Owned By: Angst

Type of Item: Device

Equipment Slots Used: 0

Description:
Three red, tear-shaped, crystals held by three mithril vines with thorns that weaves through each piercing of the ear and forms to fit around the ear itself. At the top of the ear and vines dangles the first crystal, the second dangles from the middle vine in the middle of that twisting curve of vines. Through the bottom piercing upon the lobe the vines weave to the back and loop to hold the largest of the three crystals, cradling it lovingly in their thorny embrace.

Powers:
Purifying the Form (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted allowing for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but one thing that is needed no matter who it is, is the approval of their god or goddess, and this is what this ability does. It allows a single prayer to be lifted to their deities ears so that the can request the power to continue the resurrection and claim from death what should be in life.

Mechanics - Costing 1 stamina, and only to be used after both patient and resurrectors have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be resurrected left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechanics - This ability costs three quarters of the resurrectors full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrectors has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be resurrected tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechanics - This ability costs the resurrectors 1 stamina for every one life point they wish to return to the target being resurrected. It requires, for the resurrection to be successful, that they return at least one quarter of the victim's life to them before they can fully become alive once more and the resurrection can be called a success.

History:
It is said that Goddess do not cry. That the mortals they keep are naught but things by which they are sustained and pawns for their games. Such is not always true. From time to time a bond is created between Goddess and Devotee. Such was the story of Sireya and a single Priestess named Razi’ya. So devoted to the Goddess of Death was Razi’ya that she vowed to deliver her first born child onto her. Years passed and Razi’ya became pregnant. She was filled with joy that she was to have child and prayed that the child be female and a proper offering to the Keeper of the Gates.

The day Razi’ya went into labor all the Priestess’ gathered to witness the birth of the Matron’s sister’s daughter. Yet things would not go as Razi’ya had hoped. Instead of a full blooded Moriel, she had become pregnant not by her consort, but by a High Elf she had captured as a slave. The child, though touched by the Goddess’, would not be gifted onto them for Razi’ya and the Priestess’ thought the child an abomination.

After the birth of the child, Razi’ya was allowed to live until the child could fend for herself, never knowing love for her infant daughter. As the child grew and the house began to notice the hidden potential of that child, she was taken away and Razi’ya sacrificed not to the Goddess she served, but to the Dark Mother, herself. Such was the will of Kirva as punishment for the Gate Keeper’s insolence and the swaying of one of her daughters. If any were to be gifted such a tribute it would be Her. Razi’ya was denied entrance through the Gates, her soul sealed away and kept from Sireya for all of eternity.

Void of her most devout, Sireya shed three tears. As she crystalized them, they turned sanguine to represent her pain, each representing something stolen from her. The smallest was that of the infant child, the middle that of the Priestess, and the largest represented the friendship and love lost to her. Taking each, she wrapped them in Mithril briars and blessed them with the gifts of life. For years she kept those tears close, watching as that child grew and waiting for the day her gifted Daughter would return home. Her day had come when the child turned its eye upon her and began to worship, sending that gift to the mortal realm in hopes the girl would find it and put it to proper use.

Ruby Kiss

Owned By: Keaira

Type of Item: Device

Equipment Slots Used: 0

Description:
Before the item is attached, it looks like an everyday charm that should hang at the bottom of a necklace. The teardrop ruby is about the size of a thumbnail. The mithril setting is delicate and obviously done by a master craftsman. The loop where it would attach to a necklace appears broken at first. On closer inspection, it is left open on purpose, to be able to attach to the ring of a collar. This charm fits perfectly to the collar of the Daughter of Ishtar, as if they were made for each other. Once attached, the charm magically absorbs into the Daughter’s essence. The ruby embeds itself somewhere on her body, depending on Ishtar’s will. If the Daughter should die, the charm will appear on the collar. The only other way for the priestess to remove the jewel would be if Ishtar withdraws her grace due to the Daughter’s lack of faith.

In Keaira’s case, the jewel is between her shoulder blades. A shining part of her tattoo, a constant drop of red blood in the rose on her back.

Powers:
Beautiful Kept (1 Slot OOB)
The jewel was gifted with the ability to keep its bearer in tip top shape; even after the most arduous of nights. It will in turn, work to repair those welts, lash marks, bites, scratches; any minor signs of abuse are slowly knitted and healed. Minor wounds are healed overnight, such as burns, lacerations, cuts and bruising; larger wounds may take longer, depending on the severity of damage. This can not be used to regenerate lost limbs. Not usable in Battle.

God’s Thought (1 Slot OOB)
The bearer can manipulate and insert images into a person's mind, limited to brief images that are provided by Ishtar. These images can be sexual in nature, or pertain to a relevant part of the receiver’s faith. This allows the bearer to be a conduit between the goddess’s will and her supplicants. The victim clearly sees the thought but can dismiss it immediately if they wish. OOC Consent required. Not usable in combat.

Ishtar’s Will (1 Slot OOB)
The jewel acts as a direct conduit to Ishtar, should she wish to be contacted. The bearer can contact the goddess on behalf of herself, or another. A !r 1d10 is used to determine if the goddess responds to the inquiry. 1-5 is connection with the goddess, 6-10 is no response from Ishtar. The roll can only be made once per session. If the goddess chooses not to respond, the inquiry can be made at another time. Not usable in combat

History:
The gods tend to be fickle and demanding. That truth is not a mystery to any who dedicate their lives to the worship of a god. Each god has different expectations, but they all demand nothing less than full dedication. Few mortals ever achieve the complete devotion that a god feels is their due. When such a mortal bows before their god, they create jealousy amongst the gods. This usually prompts the god to mark their own, claiming them, warning off other gods, and in return offering some sort of boon in return for such selfless service.

Ishtar’s threshold is pleasure. Since pleasure exists in many forms, the goddess honors many different types of dedication. One such blessing is Ishtar’s Ruby Kiss. The goddess left a shining ruby for one of her High Priests to find not long after the first Daughter of Ishtar was instilled at her temple. The priest took the ruby to the kingdom’s most gifted jeweler, having the stone set in a delicate setting, sizing it specifically for the collar of the Daughter of Ishtar. The first Daughter was gifted with the Kiss, and since then it had been rumored as lost.

Centuries later, Keaira found reference to the ruby. She knew in her heart that it hadn’t been lost, just that Isthar had not found any worthy of the ruby. Not that they weren’t devoted to Isthar, but rather they did not have certain prerequisites. The more Keaira studied, the more she discovered that the first Daughter was much like her. Ishtar had gifted her beyond craving for pleasure, but gifted her to accept pain for pleasure. Keaira was sure that was the key to this lost ruby’s power. Perhaps the connection wasn’t so much for the Daughters of Ishtar, but rather those few who the goddess cursed to forever receive pleasure through pain.

With that in mind, Keaira prayed to Ishtar. She prayed through her pain and the amazing pleasure she received as a result. She prayed that she would be found worthy of such a boon, that she would honor the goddess enough to be blessed beyond what she’d already been blessed with. For a week Keaira didn’t miss a day of praying to Ishtar. Her body barely had time to start healing before she was offering another prayer. It seemed the goddess would not answer. Keaira willingly gave herself to patrons, allowing her body to be used and abused for Ishtar’s glory, and still the ruby did not appear, or any inspiration come as to where the gem might be hidden.

Her prayers turned to more pressing matters, namely the disappearance of the gods. She did not forget the ruby, rather she made the decision to allow Ishtar to reveal in her own time if she thought Keaira worthy of such a treasure.

Saladim's Magic Carpet

Owned By: Nicholas Shade

Type of Item: Device

Equipment Slots Used: 0

Description:
A rather ornately hand woven rug, spun of the finest silk and woolen threads, this rug is one of the finest examples of artistic weaving ever created. Over its surface is the tale of an evil Vizier who kidnaps the beautiful daughter of a maharaja, and then flees to the highest tower in the land. A young rapscallion steals a carpet from the maharaja and uses its magical powers to rescuer the fair princess, and they live happily ever after. It is primarily blue in color, with perfect definition in all the various images, and even though time has faded the brilliance of this rug, it does not run of blur in the least, as if some enchantment kept all the dyes in there proper place. The carpet itself is roughly 6 feet tall and 4 feet wide, with golden fringe along the edges, and with four rather beautiful silk tassels on each corner, one crimson, one onyx, one silver, one ivory.

Powers:
Exhilarating Wings (2 Slots Combat):
The carpet's most distinct and noticeable ability is its knack to fly.. and fast. It has been known that the rider may, at times, have to brace themselves on the carpet as it flies at extreme speeds through the skies. The sleekness of the carpet also gives it the aerodynamics to fly at such a high rate of speed, but it's also not the most graceful of fliers. Many a rider has taken a nasty tumble when the carpet takes a bad turn or runs into trouble.

Mechanics:

The carpet was essentially made for flying fast. It is tireless in its ability, and what’s more, it has a penchant for acrobatics. The Speed Rating Points (SRP) detailed below are an aid to compare relatives speeds between various game elements and is not an absolute measure or figure. The comparisons are as follows :

Non-flying races (Elves, Dwarves, Trolls, etc) using ~Fly~ spell: 1 SRP
Air Mages: 3 SRP
Flying races (Torians, Chirots, etc): 5 SRP
Exhilarating Wings: 4 SRP.

The speed of the carpet prohibits any type of attack from its riders while in motion. In the case that the rider does get hit while riding, the rider will crash to the ground if defense is failed by more than 5 points. For height of 10 feet, rounded up, that the rider was flying before the crash, 1d6 points of extra damage will be done due to the impact of the crash. This damage from the crash applies to everyone on the carpet. Eg. 18 feet high before the crash will result in 2d6 extra damage for impact, 26 feet would be 3d6, and so on. Note that while engaged in combat, the owner of the carpet may not get onto the Carpet. The carpet can only take up to 2 people on it, inclusive of the owner, though the owner can remain on the ground and have the carpet fly its passengers skyward. OOC consent must be given in order to make the carpet "drop" passengers, or to push passengers out of the sky from a great height, as these are likely fatal.


Telepathic Bond : (1 Slot)
The carpet may seem almost sentient at times, but its basic nature is linked directly to its master's control, and it may not perform acts outside of its Master's will. As a general tendency it will settle down within a certain distance from the master, as a generally inert carpet, and will move when called upon by the owner, although if the owner does not wish the carpet to follow it, the carpet will remain where it was. The carpet may also be used as a distraction at times.

History:
Woven at the behest of one of the leaders of The Tribe, this rug is a marvel of skill and talent. After it was woven, and the Leader saw the tale of the young man, he set off on a quest to the most powerful mage in all the lands that he knew of, The Wanderer. After spending many months seeking out this illusive soul, the Tribesman finally managed to gain an audience with The Wanderer, and asked the power aeromancer to give his artwork a proper enchantment. He did not ask for anything specific, he simply asked for it to be treated properly. For three days and three nights he waited while the spells were woven into the rug, for three days and three nights The Wanderer poured her power into that thing, until there was nothing left to give. Once the dance of light and the sound of muttered incantation stopped, the Tribesman threw open the tent door and looked in side, but The Wanderer was gone, only his rug had remained, and it laid on the floor, looking as normal as it ever had. Infuriated the chief stalked over to the thing and stomped on it, but even as his one foot came up, the rug, of its own volition, zipped out from underneath him, landing him firmly on his posterior. The rug hovered in the air before him, hanging there as if suspended, and the large man simply looked on in awe, as he could have sworn the rug was looking back at him. The rug then swooped down lower, and the big man simply rolled atop it, and like some kind of flung spear, the carpet exploded out of the tent, screaming into the sky as the Tribesman held on for dear life. Now this man was no coward, he’d fought, watched men die, and seen war in his time, but never had he screamed so loud as when that miscreant cloth of magic slammed into the clouds… as the Chieftain was sure he was going to die. Over time he came to utilize and understand the abilities and enchantments on the rug, and when he understood its nature the will behind the carpet came to rest from its creator back upon him, and it was passed down from one chieftain to another until it was sold off in some drunken stupor. It has changed hands many times since then, and while most don’t even understand what they own when they own it, the magics lay dormant within that simple looking carpet, waiting to be woken.

Scale of the Dreamer

Owned By: Sorgram

Type of Item: Device

Equipment Slots Used: 0

Description:
A mithril dragon holding large tear drop gem. The gem is tricolored, made of
lava gem, amethyst and onyx.

Powers:
Dream Walk
By slipping into the realm of Dragons, the bearer has the ability to teleport from where they currently stand to another position within sight.

Mech: It takes one full action to use this ability; and at the end of that action, the wielder has focused enough to enter the realm of Dragons. On the beginning of their second action, the Drak Sen may enter the space by simply realizing it; blinking himself to the point of destination. The destination must be within the wielder's sight in order to use this ability. This ability requires the wielder to stand still whilst using it and can only be used upon themselves. Not usable in battle.


Dream Intrusion
This power allows the wearer to enter the dreams of another and control all aspects of the dream, such as the setting, abilities of the participants, their perception of time, etc. No one can be permanently damaged in this realm and no physical damage or effects are carried into the real world. A personal substance from the victim is required as a reagent for this ability; such as a scrap of their clothing, a small locke of hair, or a few drops of blood. Any other substance requires the victim's OOC consent for it to count as a reagent. The reagent will turn to ash when the wielder manifests this power, so a fresh reagent will be needed every time they wish to use it.

Mech: The victim must be asleep for the power to work. If the victim wishes to resist the Dream Intrusion, then the wielder must succeed at a ranmagatk vs ranmagdef for every action the victim resists. If the victim fails their defense, the wielder may continue to alter any aspects of their dreams. While manifesting Dream Intrusion the wielder will fall into a comatose and trance-like state in the real world. While in this state all defense rolls on behalf of the wielder are treated as 1. The wielder will remain in the victim's dream until their intentions are concluded and they willfully end the effect; or if the victim successfully resists. Usable twice per week.

History:
Rumors abound as to its creation or where it comes from. Only two may know and one does not have fortitude of body to survive through the ages. The other sleeps deep within the under in a cavern of magma, upon her hoarde of treasure The sleeper dreams of times past, present and future. Her scales of the purest mineral gems, lava, deep onyx and the purest amethyst. She snores lightly the rumbling with in the cavern of fire, shaking the earth.

Glythxx dreams of a time long in the past, as a younger dragon, she had hunted well in the valley below her mountina and taken many farm animal and deer as food. Many farmers and citizens were unhappy with her forays and often tried to kill her, failing miserably. So they began circulating rumors of her treasure so that treasure hunter may succeed in removing her as a threat.

Many of those who attempted, failed and their treasure, armor and weapons littered her cavern, adding to her hoarde and expanding her infamy. Bones of these adventurers were dropped on the villages as warnings and to teach a lesson. The heroes were ground and spread in the graveyards, no tales of their stories moving out of the village as they had failed. Their names were forgotten and their tales stopped there.

Many years later, a young thief would stumble upon her lair by accident and enter warily. The thief was but a halfling, a few feet tall and enamored with shiny gems and metals. Longing to be be a renowned merchant, he felt that he needed a good financial basis to began and felt a need to do it the easy way. He decided that stealing from a humanoid would be too dangerous.

Moving ever deeper into the caves, he saw not another creature and soon smelled sulfurous fumes. Moving deeper, he looked out over a ledge and seeing a black speck far down, the glint of gold was unmistakable. The spec seemed small and he imagined the dragon was only a hatchling and smiled. 'This would be easy,' he thought. About a third of the way down the climb, the black spec growing larger, the heat and fumes growing as well, he sighed and says to himself, 'Ok, not as quite as easy as I thought, and maybe not a hatchling.'

A few hours later, he looked down again and realized the dragon was full size and defnitely scary, it was asleep and fortunately he was almost to a ledge where he could gingerly walk down to the floor. One last obstacle and he would be in relative safety. His fingers ran out of purchase holds, his toes about three feet from the ledge. He would have to drop down to reach it. Letting go after a quick prayer, he landed softly and found purchase. Turning, he shuffled his feet and looked down, 'almost there, ' he breathed. Taking a step, he slipped and a rock cascaded down to the cavern floor and it seemed like it was ringing a bell in the middle of town at night. Loud and unavoidable. His body freezes, melding into the stone of the wall. He was certain the dragon would awaken and attack him, but it did not move and only turn its head away and snorts fire out of its nose.

The dragon had heard. Ignoring the halfling, she would wait until it was lower to her level and on the ground, with treasure in hands. She pretended to adjust her self but she could look up and watch him make his way down, the ledge had been carved by her to tease the would be thieves. She pretended to snore softly and waited, patience she had.

The thief finally made it to the floor and moved to hide behind a pile treasure, he was about to begin to pile some of the coins and gems into a bag, when a glittering off to the side, in the center of the cavern he saw something that caught his eye. On a pedestal, in the very center of the piles of treasure, was the largest and most magnificent ruby that one could ever seen. He decided that it would be the only one he would need secure his business. Moving carefully out, he made sure the dragon was still asleep. A big one she was. Moving silently, he did his best to make sure he was not heard. Reaching the gem without incident, he climbed up and placed his hand on the gem. 'Thief, trying to steal from me?' The voice sounded in his head and he swore, he saw a middle aged woman speaking to him in his mind. Walking towards him, she could continue to speak, 'Many have tried to steal that gem and only do the realize it is glass as they die.' She was reaching out to him and he felt himself being lifted up.

The dragon lifted the halfling and peered into its eyes. 'You will not make much of a meal, but I will delight in your taste' The talons lifted the halfling towards the great maw and as she snaked her tongue out to catch him, he slipped his tunic dropped to the floor and ran on twisted ankle toward the nearest pile of treasure. Searching around, he would look for a weapon. Finding only a strange looking stone, he pulled out his sling and loaded the silver stone into it and began to dodge from pile to pile.

Glythxx was angry her snack evaded her and he began looking around piles for the worthless mortal. She would find him and torch him as he soiled his pants in fear. Then she would discard his body in the pits of lava next to her hoard and erase him from the dream. Looking around one pile, she did not see him, but heard a 'zing' and felt something hit her tail. Spinning fast, she felt a small irritating pain at the joint of her tail and torso, spinning she saw the culprit and began to inhale. She saw three glinting objects fall to the floor of the cavern. Curious, she looked where she had been hit and realized she had been damaged and her beautiful scales chipped.

Roaring she slung her head around and noticed that the chips were being scooped up by the halfling and she snapped at him. The chips flew into the air as he ran and she inhaled blowing fire out of her mouth and catching the gems in the torrent of flame, she tried to burn the halfling. However, he had found the ledge and began to run up it, to try and escape. Only realizing the mistake as a dead end, when he reached it. Turning he would have soiled his pants, had a tri-colored gem not been flying towards him. Beyond sanity, he leaped for it and rolled over, looking up at his escape and desiring to be there.

Sighing, he turned to look at the ground expecting it to be a a ways off. However, it was coming much faster and he landed. He was alive and intact. Looking ahead, he saw a ledge and crawled up to it to look over the ledge. Looking down, he saw the great dragon searching for him. Somehow, he had escaped. Silently, he moved off, the sound of treasure flying around the cavern reached his ears and he chuckled inwardly as he moved out.

However, his escape was not without damage. His dreams were filled with an angry dragon chasing him, but he did not always escape. Blaming it on the gem, he mounted the jewel in a mithril setting and sold it to a wealthy noble, creating a story for the gem that would ensure it spent many years in infamy. The gem lost after the noble went insane from his dreams. The halfling was never mentioned again and his name never known.

Security of the Sea

Owned By: Miliani

Type of Item: Device

Equipment Slots Used: 0

Description:
Shell Pendant

Powers:
Shape of the Ice (1 Slot OOB):

A trick, that the mermaids used long ago, to escape those that hunted them, those that wanted their sirens call. Those who wished to teach water magic often would walk ashore, give a blessing of their knowledge to those who asked for it, long ago, before the time of wickedness. While they can take human form, once connected with the shell, they can assume the form of a totem land creature.

Mechanics:

Only one creature can be selected, and it only last for !r 1d10 rounds. Not for combat use, it can be used to try to evade combat before it starts, limited to once per day. When in the shape of their totem, they maintain human thought, but are denied the actions of magic, combat, and sex. Meaning no casting other spells, no speech, to other wolves, or humans. Solitary, it was meant only for protection when a Mermaid was caught inland and needed to escape to their watery home for Haven. The one animal chosen MUST be written into the characters notes, as well as a description of the creature and once selected is UNCHANGEABLE. The Animal chosen must be one seen within Nature itself. No phoenix's, dragons, man eating wild beasts with ten eyes.


Ice Crafting (1 Slot OOB):

The Mermaid Water mage, can with this, craft things from the very water within the air; pulling it down, much like a corlet, but the shell then allows them to manipulate the molecules into things of temporary use to the bearer. Small things, a rose made of ice, a pick, a knife or ring – they last the duration of the scene before melting or dissolving, and cannot be used in combat.


Chilled Embrace (1 Slot OOB):

Like all things from the depths, there is a chill, almost like ice upon the flesh. Not painful to the wearer, but stunningly uncomfortable at times, if one is not aware of it. Meaning if she touches a stranger, it does make them think perhaps that she is a duessa, or some other magical being. Being cool though, is something that all water creatures are, cold blooded creations, so while to her is it perfectly normal, she also feels slightly uncomfortable when her core temperature is raised. Not to mention that some find her coolness uncomfortable to them. Clammy skin, cold inside, cold without, a bit corpse like, easily mistaken for the Duessa's touch in that way. Meaning during the hotter seasons she will seek shelter in liquid more oft then she does during winter. As all Mer the sun can bring an uncomfortable sensation, with the chilled touch they are able to regulate their core temperature, slightly, by expending just a bit more ‘concentration’ or touching themselves.

History:
When someone dies, people try so very hard to cling onto the memories they have of them. The sound of laughter, the way they moved, the foods they liked or the songs they danced to. However, as time flies by, people begin to forget these precious things that they once held so very close. Their love for animals can be the same way as most people do not view them as animals but that of friends and companions that they can tell the deepest of secrets to and never fear they will be spoke of.

Cloudfyre, Amarania's wolf and familiar, was the same way, a fearless companion who was never too far away from her. When Cloud was kill, Amarania was casted into a dark sorrow that she had almost given up hope and life. She prayed to the Goddess, "give me a piece of her, something that will help me not forget her." It took many years, but that prayer was answered. Amarania had ventured out to Cloud's gravesite, which is something she would normally do and just as she was stepping into the stream to head home, Amara spotted a strange blue glow from just below the stream's surface. Amara began to dig and when she finished, she removed what appeared to be a blue shell necklace. Amara did not know how it came to be here or why, but she did not question it, she found that this was a gift from the Goddess. It would be later she would realize the powers of transformation that it had bestow upon her. Amara's prayers had been answered.

Serpent's Fangs

Owned By: Viktor Corsarris

Type of Item: Weapon

Equipment Slots Used: 0

Description:
The serpent fangs are two, duel edged, long knives. The blades themselves measure a foot in length and the hilts measure six inches in length. The blades look, at first glance, to be made of obsidian, their surface black and smooth like the volcanic glass. But upon closer inspection it is clear that they are made of some sort of metal, obsidian being impossible to shape into such fine edges and sharp points. The hilts are made of black wood, a crisscrossing pattern upon it not unlike snake scales. Beyond that minor decoration the knives are rather plain, their purpose in existence neither needing nor desiring flashy decoration. When the hilts are pressed together the two daggers form into a living snake, scales as black as the knives that it was formed from and having red eyes. It measures 3 feet in length fully stretched out. And even though it does have fangs it is non venomous.

Powers:
Weapon Familiar: (1 slot OOB)
These twin long knives are actually a single entity and mind, fully sentient, and attached to their owner in a full ritual bond, carrying with it all bonuses and penalties associated with ritual bonding. When the hilts of the long knives are pressed together they form into a living, breathing, non venomous snake. The snake can transform back into the long knives at will, the transformation occurring quickly.

Mechanics: The transformation from knives to snake can only occur out-of-battle and when not in familiar form, any bonuses provided by the ritual bond are lost. The snake itself cannot participate in battle; it can only do so if in its long knife forms. Should the familiar be killed it vanishes and will reappear at its owner's side once the coma and week of mourning passes. Should the owner die, the familiar vanishes and will reappear upon its owner's resurrection.

Serpent's Bite: (2 slots Combat)
The potent energies of the blades have truly embodied the spirit of the snake. The knives are constantly storing energy that can be released all at once in a single strike. This strike pierces magic as easily as a serpent's fangs pierces flesh, granting a penalty of -3 to the opponents magical defense, and a bonus of +3 to any resulting damage.

Mechanics: Fighting with the Serpent’s Fangs costs an additional 2 stamina per round to the user, in return for this on the fourth round, including the first of combat, the user is able to bite through any magical defense to strike harder at their enemy. The user is able to apply a -3 DEF to the total magical defense of their opponent, this counts for defense enchantments or defensive armor spells (such as magical armor) but does not count towards magical shields (such as reflux shield or defensive winds) special items or physical defense, and can not put the opponents magical defense below 0. In addition, provided the strike hits, damage receives a +3 modification from the ‘bite’ of the hit.

History:
Very little is known of the history of the Serpent's Fangs. In fact only their forging and very first use meet with widespread agreement. Past that the blades sink into obscurity and myth, ironically enough fulfilling the reason that which they were created. They were forged by two individuals, a shaman by the name of Sha and a blacksmith by the name of Kijuor. Sha made her living by placing curses on those whom her clients had grudges against while Kijuor simply made any weapon that he was paid to make if the task interested him. But in the case of the Serpent's Fangs the two were hired in tandem, to create a weapon that could be concealed in plain sight and without the magical aura that gave away most methods of concealing weapons. Their client, whose name sadly was never recorded, provided the metal for the job, an unique ore of the likes Kijuor had never seen. Neither mithril nor Valecite but having similar properties to the magical metals. Sha found that the ore took her magics in with such ease that lacing it with an actual spirit, much like she would with a familiar was possible. And Kijuor's interest was perked enough by the ore itself to accept the job. The order was for two long knives and judging by the shady nature of their client it isn't hard to believe that both of them knew their creation would be used as an assassins weapon. It is possible that Sha even liked the idea, perhaps why she chose the snake to be the spirit she bound to the blades. Or perhaps it was due to the size of the two blades. We may never know.

The blades were finished mere days before they were first used. It was a dinner party for the influential and rich of the land. Of course all attendees were forced to remove all of their weapons and a team of guards and mages were present to make sure that it would not be a chance for one lord or lady to remove their opposition. But familiars had not been banned, why would they? So the assassin had been able to sneak in the blades in their snake form. But something went wrong and he was caught during the attempt on a lord's life. The blades he used being lost in the turmoil. After that all becomes guess work. It is widely suspected that the blades can force a binding with their carriers and if they believe that he or she is not worthy of they can actively drive their holder mad or to suicide. So until the blades meet someone whom they like we may never know more about them.

Imperial Logs- Author unknown

Shadow Form

Owned By: Istoaj

Type of Item: Device

Equipment Slots Used: 1

Description:
Ever-present is his shadow, and ever-present is this item. It is a part of him, and he a part of it. It's physical bonding representation is a ring, which when put on, it activates this unique item, and allows him to use it's abilities. The ring is small, ornate made of Valecite, with a series of onyxes in the band. It seems to absorb the light when looked at.

Powers:
Familiar Shadow:
The shadows are very much incorporated into the bearer's world, a intricate part that is both security and barrier against detection and intrusion. so much so, that the shadows become a constant companion, sometimes their only companion, the second set of eyes in the back of their head. When this ability is activated, the user can manipulate their own shadow into that of an ethereal doppleganger. This doppleganger can relay what it see's as it moves in and out of those pockets of darkness.

Mechanics: The user may summon forth from their own shadow a transparent doppleganger, visible only to the wielder and used for spying purposes. While the shadow is in play, the user can not engage in combat, if they do the shadow dissipates instantly and can not be used for 24 hours. It has the ability to pass on direct images or sounds to its owner, who has to concentrate on the sense to be used and information imparted in real time, otherwise it may impart a general sense of what happened when it finally returns to its owner. One sense per use of the creature. Requires OOC consent to be used to spy upon anybody. The shadow can be detected by detect magic, which will show a presence, or detect illusion which show the shape of the shadow but not its nature.

Shadow Storage:
Able to store items out of sight, within a small pocket on a piece of clothing. So long as that person is able to carry weight of the items stored that way. Able to retrieve or withdraw an item at the whim of the bearer so long as they are not engaged in combat, often a boon to be able to carry items that the bearer doesn't desire to be seen with.

Mechs: The pocket is the size of a backpack and can only carry what owner would normally be able to carry. The pocket still weighs as normal, it just doesn’t show or alert others to what the wielder is carrying upon their person. Out of Battle only.

History:
Long hidden, and highly prized, this ring has been the secret of many a knowledge-gatherer. It has been kept hidden by the Empire ever since it's uncovering some 100 years ago. Before the Empire confiscated it, it was the prized possession of a mage who seemed to always know what his enemies were plotting before him, and declared himself ruler-king of his little corner of the world...right up until the people revolted, and overthrew and beheaded him, thinking his knowledge came from his brain, not the inconspicuous ring on his right forefinger. The mage died to keep his secret, right until the very end, thinking that his shadow companion could save him, but he could not. The previous incident of the ring being used was some three hundred before this, with a barbarian girl who swore she could hide anything in her own shadow. She ended up being thought of as insane, and spent her remaining days being doted on and treated like a foolish spinster. It wasn't until the Empire got a hold of it, and researched it's abilities that the truth came out. Now, it is a prized possession, and hidden away so that it's powers could not be utilized for nefarious purposes again.

Given to Istoaj 5/18/10

Shaman#&039;s Portal

Owned By: Naomi

Type of Item: Device

Equipment Slots Used: 0

Description:
A round piece of obsidian with a side view of a skull with teeth and an articulated bone mohawk painted on it in white paint then covered with an clear tree resin to preserve it. Set in silver with a silver chain to be worn around the neck

Powers:
Linking the Bodies (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but once they have prepared the dead body for the resurrection they can then infuse both themselves and the dead body with a link, enabling them to continue the resurrection using their own body and soul as the anchor to which they will bind all else in order to make the ritual a success.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the resurrector#&039;s full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim#&039;s life to them before they can fully become alive once more.

History:
hen Naomi was wandering in the wilds of Virelith she was headed for her spirit circle when she kicked what seemed to be a piece of obsidian. When it came to rest it has split open and revealed a partial fossil inside. Picking up the stone she cleared the debris from it then took it to her pack den where she painted with a white ochre so that it could be seen to be a skull with fangs and an apparent bone mohawk like appendages. Having finished painting it she takes it to Stormwind and showed it to him. Stormwind then took the object and created a clear resin type surface over the painted portion then mounted it in silver and put it on a silver chain. Giving it back to Naomi he told her it was named Shaman#&039;s Portal. Smiling she bowed to Stormwind then and put the necklace on and it then became the vessel for her rezzing spells.

Sheara's Touched

Owned By: gwyneth

Type of Item: Device

Equipment Slots Used: 0

Description:
Tattoo enchanted.

Powers:
Sheara's Gift (1 Slot OOB): From the tattoo'd flesh arises it, that rapture in leather wings. Chirot wings, always as if some flight spell were upon them, capable of gifting the air to a creature not of Chirot Birth. Suited to the body they adorn, their size is dependent on the one who Sheara has granted her touch to.

Sheara's Kiss (2 Slots Combat): This is the ability to fly like one born to it. Able to know the wings, that sprout from their back, as if they were born with them. Their combat in the air, as natural to them as any Chirot. Able to cast, able to heal, as one with wings always has. Sheara's kissed, another race given the gift she gives her own, for their faith in her, for their belief, so that they too can take their place amongst her favored people.

History:
Healer


She woke to the sounds of battle, as she had for years. It had been nearly a decade, since she last set foot on what her people called the false world, the world of Belariath where each of the mother’s creations went upon their falling in battle, only to be reborn that they might learn more, and serve the war effort with renewed vigor upon their return. She rose and quickly gathered her herbs and bandages, breathing a less than contented sigh. Ten years, and already the smell of blood and battle was growing fetid in her lungs. She was tired. She rose each day to work on the wounded, and send them back into the fray with hardly a word, and the only bright spot she had managed to find in the day to day drudgery, was the occasional glimpses of him on the battle field. She sighed once more, and this time it was with the contentment of a lover. She was in truth far from content however. In truth she had yet to find a way of gaining either his notice or his favor, and this distressed her more than she cared to admit.

She belted her small healing kit to her waist, and wrapped her wings about her. They were the only coverings she required here in the true world after all, and she saw no reason to don more. With a last look at her sparsely furnished chamber she stepped out into the day, resigned to yet another overly long day of healing, patching, and wishing fare well to the dead. As she left her room, she had no idea that by the time she saw it again, she would not only be forever changed, but more than that, she would have taken the first steps down the path that would eventually see her crossing the worlds, not to see this side again in waking for more than a hundred years.


Goddess


Sheara woke to another day of glorious battle. She strapped the horn to her right side, and the nine tailed whip to her left, and strolled out onto the field. Making her way to the head of her warriors as she always did each morning, she marveled at the way in which they had battled through the night, keeping the feathered traitors at bay through the small hours, and protecting not only her chambers, but the healers and wounded as well, all with nary a word of complaint that made its way to her ears.

With a smile over one shoulder to her troops, she drew the horn free of her belt and blew the morning call, spurring her children on and stoking the battle fire within their blood. She drove forward, her whip rending the flesh of any feathered creature that got in her way. Within the first hours she was covered in their blood and loving it. She had after all, become a creature of war. Her brother had forced her to grow that way, the same way a gardener, with shears and twine will force a small tree to grow into a shape which pleases him. More than likely her new shape did not please the brother who had trained her growing, but none the less, she was indeed that which he had made her.

After the first several hours, she finally managed to find a break in the battle, in which she could go and make her rounds. Slowly, and with seeming good cheer, she made her patrol of the camp of her people. Eventually she made her way to the tents of the healers, by now she was somber faced, and yet holding a fierce pride for her children in her eyes. She walked slowly amongst the wounded and dieing, waving away their apologies for ‘failing her’.

“There is no failure save betrayal.” She told each of them with a kiss to the forehead, just as any mother would do when comforting her children. “So long as you have met your end while denying those bloody bastards that which they seek, you have in truth earned your place within the next world, and I shall greet you again with open arms once you come again to this one.” With that, she moved away. Speaking to the healers concerning which would be able to return to the battle, and which would indeed be passing on into the next world. She caught the glance of one of the younger healers, and went to her. This one worried her. A decade here in the true world, and she was already showing signs of succumbing to the doldrums, the loathing for this place, and the constant battle going on about them. Thus she tried to make the thing more bearable, by spending a bit more time with this one than was normal, trying to help her see the good in the things they were doing.


Healer


Here it came again, she thought. Why in the name of all things good and holy did the Mother feel the need to keep her under her thumb? Why did she mistrust her so when all she had ever done was to heal those that came to her, help any who had ever needed her aide. Feeling the mother’s hand on her shoulder, she shuddered. It was all she could do to resist throwing the woman’s hand from her and run from the tent.

When she had finally made her way from the healer’s tent where she spent so much of her time, it was to seek merely a glimpse of the warrior she had come to love from afar. Though it took some time, she did indeed glimpse him, and it brought a smile to her face just to see him, the first true smile of the day. She could not have missed him. There were few of the children after all who refused to carry a sword, and fewer still that could be found, at any hour of the day, with that odd, four headed flail of his easily at his left hand. Through all that was to come later, and even through the journey across worlds, it was the vision of that flail that would hold fast in her mind, clear to her even when she did not know what it meant.

For now, all she could do was gaze across the fog shrouded battle field, smiling as she caught first a glint of light off the raised flail, and then, the sight of the male himself coming through the mist. She smiled at the sight of him, and she could see, or perhaps it was naught but her imagination, a smile creeping over his face in return. Had he truly seen her? And if he had smiled back, did that mean he had not only seen her, but noticed her as well? She gasped then, and nearly leapt forward, shouting a warning as loud as she could manage.


Soldier

He had been on duty for the past thirty six hours, and after all that he had finally gotten orders from his superiors to report back to camp, and get some rest. He stepped over a small rise, and smiled with pleasure at seeing the little healer waiting for him. Did she know he had been watching her whenever he could catch a secreted glimpse? He greeted her with a shy grin, then moved closer, meaning perhaps to finally speak to her, after all this time. He would not get the chance however; as he was halted by her scream of warning.

He heard that scream, and spun round on his heel, the flail already in his hand and drawn free of it’s place on his belt, and coming round with terrific force to meet the skull of the Kiroan who had been skulking up behind him. Metal met bone with a sickening crunch, and the feather winger met the ground with a dull thud. He spun back around at the sound of footsteps rushing toward him, flail raised to meet another enemy, only to realize that what he heard was the healer, running to meet him.

To his own surprise he caught her in his arms and held her close, as though they had been lovers for years, rather than simply watching one another from afar for all that time. He held her close for several long moments, feeling the warmth of her against his form as though he had done so for years, and even dared to press a warm and passionate kiss to those soft, full lips, and glory, she was kissing him back in return. Then, when it felt as though he might loose himself in that kiss for an eternity, he felt her disengaging herself from his arms.


Healer


She watched as he swung that great flail of his, swatting the Kiroan as if it were no more than a fly. Then she found herself in his arms. Was she dreaming? No, she could feel his hard, nearly sculpted body against her in a way she had never done within her dreams. Then they were kissing one another warmly, as though they were long time lovers.

Then, what she was, what she had been for her entire life, forced itself back to the fore of her mind. Regretfully, she disengaged herself from his arms, the place she had wanted to be for some time now, and stood back at arms length. She looked him over for some time with a critical gaze, eyes darting from his face, to shoulder, to both hands, and eventually, all over his frame. When she had finally determined that he was uninjured, she stepped silently past him, and knelt beside the feather winger. She was a healer after all, and Kiroan or not, this creature was injured, and thus in need of her aid.


Soldier


He watched in surprise as she dropped to her knees beside the Kiroan, and began to tend to the creature’s wounds. He looked over her critically as she began to work, but in the end, he decided that it was his job to protect her, regardless of whether she had gone mad or not. Thus he stood there behind her, looming over her and her patient like a long, dark, silent shadow. He allowed one hand to drop to the hilt of his trusty flail, wanting to be ready should the Kiroan’s fellows decide to come looking to see where he had gotten to, and they be attacked as a result.

Unfortunately, this was not to be. Slowly, unwittingly, he allowed his attention to drift; enraptured by the sight of her and the way she worked. He watched, captivated as her hands, steady and sure, moved over the Kiroan, rapidly treating the creature’s wounds. He stood silently as she worked, fascinated as much by the manner and self-confidence with which she did her job, as he was with her soft, warm beauty.

That, unfortunately, but not surprisingly no doubt to those of you who have read this manner of tale before, was when the world began to come down round their ears, and loudly at that. There was a sound like several dozen tea kettle’s all sounding off at once, and then the world was unnaturally silent. Things had gone silent of course because the sound, which turned out to be several Kiroan with sharply toned whistles called howlers, had overloaded their sensitive ears and thus deafened them. If he didn’t act quickly, they would find themselves enslaved at the feet of these feathered bastards, and he had been around far too long not to know what these creatures would do to the attractive healer if they managed to take her.


Healer


When the world had gone quiet, she of course had thought they were goners. The strange thing, strange to anyone who hadn’t been reading this account from the beginning at any rate, was that she was not all that upset at the prospect. She felt oddly at peace with the concept of dieing. It was after all, only moving from this world into the next, and what harm was there in that?

It was several moments perhaps, before she realized that they hadn’t died. She looked about, finally seeing the faces of several Kiroan surrounding them. Many of them were leering at her nude form, evil thoughts burning clearly from behind their pale eyes. It was only then that she began to realize the danger they were in, and more to the point, the danger she was in, being female of course.

Then, much to the surprise of the Kiroan, who had thought they were both well under control, her beloved soldier leaped to her rescue. He had flared his wings, and thrown the creature holding him over one shoulder, and then the flail was in his hand, and he was swinging at whatever feathered thing he could reach. Though she could hear nothing, she could tell that t he air around them had grown heavy and thick with his screams of battle. She felt him shove her roughly in the back with his free hand, and knew despite the lack of words that he was telling her to run.

Well, she didn’t need telling twice. She stumbled forward, crawling for a few paces until she was clear of the circle of Kiroan, and then she was running for home. She mounted the top of the hill from which she had first spotted him coming through the fog, and then she was running to find the one person she thought could help.

Goddess


She caught sight of the small, obviously panicked healer bolting toward her. She made to close the distance that she might hear what the young girl was trying to tell her, and then felt a frown falling over her face as the words continued to spill out from between the girl’s trembling lips. One of her children, a soldier, had been taken by the traitors, but it was the why of it all that upset her more than the what. Her soldier, her warrior, had been taken by the feathered bastards because this foolish young one had chosen to take time healing up one of them, rather than allowing it to die as was proper.

She scowled down at this daughter of hers and made her pronouncement. “You must learn,” she said sternly, “what it is to be one of my children. Thus, I must cast you from this world, in which you have found so much unhappiness of late, and into the next.” She watched as the truth dawned on the little one. “Yes dear girl, that will mean, unfortunately, that you will be separated from the love you have so recently found. You shall also, I think, in order to better learn what it is to be one of us, begin your life in the new world, as a child of another race. You will be stripped of your memories, your identity, and yes, even your wings. Until, that is, you have proven yourself, and earned them back again.” The Goddess sighed sadly, hating the pain and loss she would need to inflict on this little one, and in that moment, she decided that she would soften the blow with the promise of redemption. “Worry not my daughter,” she crooned comfortingly. “I shall make certain that you have more than ample time to learn these lessons, and that you will not be lost again, and should you indeed prove able to learn, and change, to become what is needed, I think that you will most likely also find your love once more.”


Healer


She sighed as she looked into the sad yet stern eyes of the mother. She did however accept what came. She had made a horrid mistake, and it had cost the soldier his freedom, and most likely his life as well. The least she could do was to accept her punishment with grace and dignity. “I understand mother,” she whispered softly. “If he manages to win free, will you at least make certain he knows I am sorry, and…” she paused. She had never said these words before, had barely even admitted them to himself. With a deep shuddering breath she rushed on, intent on being heard before the mother lost patience with her. “Will you tell him that I love him?”

Seeing the mother’s smile, she knew the answer, and knew that all would be well. Then she stood with a dignity she had never felt before, and prepared to receive the judgment she knew must come.


Goddess

When it was all said and done, the Goddess cried for her lost daughter. She cried bitterly, as any parent would have done, after having to be overly harsh with one of their offspring. The girl would be forced to live for many years, lost and wandering in that false world before the two of them found one another. She would go through much pain and loss in those years, and probably after as well, but once her beloved soldier had found her, once they were together again, she would slowly begin to once more remember, to relearn, what she was, and what she had been. She would, the Goddess believed, even do with a mentor within trance, once she had proven both worthiness, and a desire for such. In time, she would even become a greater healer and servant than she had ever been before, and yes, eventually, she would have her wings back again.

The Goddess took up a small, dark vial, and in it, gathered her tears. A blessing then, gifted to the contents of that vial, and they would be carried with her into her next trance, and left in the false world, until the time was right and proper. When it was time, all would be set right once more.


Cleric


Taress rose from her chair, and allowed the scroll she had been reading to snap back once more into its original shape. The fable of the “wings in the bottle” had always been one of her favorites. Yes, even as a child she had enjoyed reading it, though she never quite understood why, not then. Now however, the thought that perhaps she had the thread of it. She had only recently found the odd little bottle, stored away and forgotten in a shadowy, dusty corner of the sacred vaults. No one had ever been able to figure what the bottle was to be used for, but then, this scroll had never been a very popular one. In fact, she remembered, that several of the priests throughout the ages, had been known to swear the story was apocryphal. Taress however, did not believe so. In fact, she thought it was high time, that the lost daughter of Sheara had her wings again.

Quietly, hoping to be gone before either was missing; she slipped the small bottle, and the old scroll bearing her favorite childhood story into her back pack. That done she flared her wings and leaped into the sky, heading west. It was, after all these years, high time she met her grandson.

Shevar's Aura

Owned By: Viktor Corsarris

Type of Item: Device

Equipment Slots Used: 0

Description:
Shadow Gem

Powers:
Shadow Cloak (1 Slot OOB): The gem produces an unnatural darkness around the holder of this gem at their will. This shadow acts as an aura around the holder, able to range from a light shade over the person, or darkness to the point where features are obscured, but the shape of the person within is not entirely hidden away. The aura only has a short range, about 2 foot radius over the holder - because of it's magical nature, it blocks out even night sight. The form and shape of the shadow is able to be shifted by the holder, as to better blend the magical shadow into natural shadow. No use in combat.

Shadow Dance (1 Slot OOB): Furthering the ability to create an aura around the holder of the gem, Shadow Dance allows the user to influence the temperature and smell of the world around them in a radius of three feet. The temperature can be raised to a sensation akin to a Warmth spell over the area, or as cool as an opposing spell of Warmth would be. Also in the radius of the Dance, the smell of the air is able to be manipulated, able to mask the scent of those within the area. The scent is basic however, only able to push out one smell at a time. This has no use in combat, however, when the Cloak and Dance are used together while shop stealing, it offers a +10 to the 1d100 escape roll for leaving evidence behind, to represent the masked scent and the increased difficulty of physical features being observed by a passer by.

Heart's Shadow (1 Slot OOB): The third aspect of the gem's aura allows the holder of the item to set even more mood to the area around them. In the same three foot radius the wearer is able to send out a simple emotion towards those around (akin to Spindle of Emotions), be it an emotion directed towards the holder, or a general feeling. Touching the holder's skin while this affect is in motion will 'infect' the other person's mind for the rest of the scene (keeping the emotional suggestion within their minds even after they move out of the radius). This ability requires ooc consent and is not able to be used in combat.

History:
Background:

Ages ago, before the first large empires of the world of humans had been crafted, ages ago, when the cat-people were not yet formed by mages meddling in magics beyond them. Ages ago, the moriels retreated down into the depths of the earth that had become their home, a defeat by the hands of their former relatives, perhaps one day to return to the surface and consume it all in the name of Kirva. Generations passed along, the years falling quickly against the elven-people’s long life spans. Houses to form, cities underneath the darkness of the world then, a place of treachery, strength and an elegant sort of savagery.

There was, perhaps still is, a large city made up of the most dedicated followers of Kirva, no other goddess or god was uttered or paid tribute to within those walls. The city, one that boasted that it was built on the site to the step where Kirva had brought the dark elves at the end of their retreat from the surface. However, many of the places crafted by the dark elves claimed at this, the truthfulness of this matter has been lost to time and her secrets. What happened within this city was hardly something out of the ordinary, at least for the sake within the gloom. Betrayal, blood, and the lust for power, just another story.

Shevar, one of the goddesses created from the shards of glass from the vial that once held great power within it. Crafted from Kirva’s essence, the holder of darkness, of secrets, of arcane. Perhaps one of the few goddesses that would come to rival Kirva’s lust for secrets, always hiding behind a mask. Known to be treacherous things, even by Kirva’s own mind, these gods flourished and reached out within the gloom. They rivaled at one another, vied for power, even perhaps sought to hold Kirva’s power as their own. Such lust did Shevar hold as a relatively young goddess. Her methods, her motives, her essence still a mystery to the sands of time once more. Perhaps even Kirva and the masked one had forgotten this minor transpiring. Perhaps it was the youth of the goddess that gave her arrogance to perform such a deed, perhaps it was the shadows that weaved around her, the essence of the woman, secrets. She lusted for this city, this bastion that was one of Kirva’s own, to slowly slip into the minds, the blood of those within. A slow process even for the elven-folk life spans, for, what did time matter to an immortal, to one that sought to embrace the world into her darkness.

No direct influence was taken, merely the whispers into the ears of sleeping moriels. Her secrets whispered, the temptation of telling the chosen ones all of her secrets, revealing off her power to them. The seduction of the darkness pressed out first against a priestess, one that was weak in her resolve to Kirva, within the city, barely a woman of note compared to others that vied for attention, for followers, for power. The weakness shown there, in her lust for power, to become more than her own rivals the process made more eased, for Shevar understood that lust very well, did she not?

Time passed and the Priestess, Ke`Brel started to slip her way deeper into the temptation, worshiping Kirva only in action, in name, while delving her energy into researching into the Masked one. A dangerous task, quickly consuming up most of her moderate wealth in the process of that quest for knowledge. Danger felt many times, having to hire the more lowly folk to gather up information of such a goddess, to import Shevar into the city. More than once the Priestess had been betrayed in the quest, coins taken without the task performed, more than once feeling the cold metal of blade against her flesh, feeling her body defiled and used. But such was Ke`Brel’s lust for the darkness, the power that would bring her to the top of the city. Such danced in her mind now, merely a nudge given within the Priestess’ dreams to have the woman become obsessed with invoking Shevar into the city, into giving it to the goddess, and in return, being the ruler of it. Such lusts never end well.

The Priestess became obsessed with the goddess, with trying to serve the masked one that never spoke to her, save for the faintest of whisperings into her dreams. Watched she did, for those that came to her to pray or worship, for those that could blend into the darkness, those that would turn away from Kirva in favor of Shevar, those that would break oath to know her secrets. Slow process that took many years, but the small group started to assemble. Mages, warriors, common folk, even some of those that Ke`Brel had hired to perform her tasks were used – a viable resource, ones that were willing to risk against the law for coin already, tempted further with power, even if they had abused the Priestess’ flesh. And so, a circle of twelve had formed – their identities, their roles within the city only known to Ke`Brel, even amongst each other there was treachery in the air. Danger in the lust for power that brought them all together, and so, objects were sought to be crafted, magical in nature, to help the council of the mask hide themselves from each other, and the world around them. Ka`Brel worked, using her divine magics to craft these magics, starting with first gems, ores, metals, glass even. Working as secret as she did to burn it down into one onyx-like liquid. The heat needed intense, and the woman unskilled in such a manner. The priestess had some trouble convincing the workers of a forge to leave the entrance unlocked for one night – but some coin, and the use of her body by the lowly males, allowed her to achieve this. The shame of it not even felt in her zeal, the heat of the forge intense for the priestess, unskilled as she was, burning her hands and face badly in the process, but such things as well, ignored. It would be fabled soon after, that Shevar assisted in the crafting of these objects, that Ka`Brel invoked the goddess into herself to work. That perhaps even the shard of glass that had birthed Shevar was tossed into the mix of materials to grant the resulting material magics over the domains that Shevar held within her grasp.

Regardless of how they were made, they were crafted. Sheen blackness, the very material magical to the core, bent and burned to form gems and masks to hold power for those that desired it. Thirteen gems crafted of this sheen onyx metal-gem and one mask. There, in the furnace heat, the harsh light against the moriel’s eyes, the priestess’ burned face, her body still reeking of her prior submission to use, of her sweat from the forge, from the smell of her sizzled flesh. The mask was placed on herself. The material still heated, burning itself into place over her flesh. Impulsive action, one of her lust for power, one that would be her downfall. Two gems placed into the eye-placements of the mask, forming it into the Priestess’ once beautiful face. And there she stood, the once beautiful, one wealthy priestess of Kirva, fallen, given up everything she had in her lust for power. Her beauty removed, her pride dosed with shame of her humiliations, her faith lost – and not a moment of it phased her. Driven woman, to the point of her death she would be. Called to the others then, assembling them one by one, giving them the gems that would shroud them in darkness, even to the moriel eyes. Things to hide against the cave walls with, things to hide from one another’s sight with. But not merely tools to remain hidden. Also tools to play with the minds of others, to implant emotions, to change the feel of the air around them, to be used in those manipulations of the people around the council of the mask to move higher into society, to become people of better note, things to allow their ranks to grow.

And Kirva watched all of this. Arrogant was the young goddess in her ability to shroud herself in secrets, the priestess reckless in her lust. The crafting of the objects had given a slight tug on the essence of divine Kirva held within her web. And so, her attention drawn, she watched as if a spider in her web would watch a struggling fly. Waiting, observing the actions of the one she had crafted. Admiration for the treachery of Shevar, expected even, as a mother watching a cub strike out for their first kill.

With that, time passed, the years faded off, and the council grew in their power. Ka`Brel disappeared into her hiding, unable to be seen outside of the council with the mask that had melded into her flesh. But Kirva soon grew bored of this game, the lack of suffering, and so, the spider-goddess weaved her web once more to provide more entertainment for herself. A whispering into Sireya’s ear, the goddess of revenge and death. Perhaps one of Shevar’s most rivaled ones, both seeking out powers of the other one’s domain. Sireya’s followers tending to be those of shadows, those that walked in the dark – of Shevar’s home. And Shevar, one that held secrets and magic, surely some holding power over death. If one goddess to overthrow another and take control of their domain, surely it would be these two. And so, Sireya sought to toss a spoke into Shevar’s wheels. The goddess whispered down into the ears of her favored assassins, sending them after the council of the mask – oath breakers as they were, giving up on their vow to Kirva and taking up Shevar as first, instead.

Vel`Oreb was one of these assassins, a specifically gifted one in her ability to pass undetected, silent woman that had pressed her blade into many necks and backs. A hunter of her targets, not a random killer, or even a mercenary. Her target one of the male laymen of the council, almost too lowly to have even become considered for the position, for the kill. But over the dozens of years, he had started to become a male of note, at least amongst the other males. An easy find and taking, even a familiar face to the moriel assassin. Lured away from his home and bled off at the outskirts of the city, however. The task was not without it’s price. Vel`Oreb, skilled as she was, young as well. Quick blade and quick hands, and a dangerous curiosity. The orb spotted as the male died off, clutching it slightly even then, trying find refuge in Shevar, but the goddess would not hear of him – not to interfere directly in the game of chess between the goddesses. Vel`Oreb touched the gem, took it as her’s, let the temptation of the darkness fill into her mind, her body. She fled then, retreating from her oath-breaking to the other goddesses, for she knew, once tasting that darkness, she could not give it up. In the meanwhile, the slow process, the dwindling council fading off as they fell to assassin blades.

Ka`Brel, the strongest of the council fended off a few assassins herself – however, one of the eyes of her mask became damaged in the struggle, cutting off the flow of magical power within the mask. With that, she was forced to flee the city, leaving the last pieces of her possession, her home, her status away. Merely clinging onto her mask and the clothing on her back as she fled into the darkness. What happened with her then, is for another tale.

Vel`Oreb, while Ka`Brel fled into the darkness, the assassin ran towards the light of the surface world. Stumbling, half-blind, weakened by the sun, the moriel clenched to the orb, the shadows dancing around her. Running from Kirva’s wrath for oath breakers, running from her shame. However, the surface was not as giving, not as weak as the moriel woman had thought it would be. She fled towards the north, hungry, ragged, torn, with little more than her leather clothing and dagger, and the orb she was set on by goblins as she stumbled through their patch in the forest. The once-assassin was raped then, taken as sex-slave for the goblin tribe to use with as they please. The dagger tossed away as a useless blade, her clothing and armor gone, the orb was found however. The chief of the tribe took it as his own, beating to death the goblin that originally pried it away from the angry moriel that would soon be raped into a broken, docile thing. The magic of the orb mostly lost on chief Gargram, but held as a sacred “shiny”, soon it became an object to symbolize the leadership of the small goblin clan. When Gargram’s son surpassed his father for leadership of the tribe, Sorgawl then took up the gem and with it attempted to wage war on the barbarian tribe to the north. The goblins found their slaughter at the barbarian’s hands, Sorgawl not nearly as smart as Gargram had been, only succeed with weaving the black gem about a little before dying on it, the orb becoming lost in the snow and ice of the winter. When the snow thawed, it was sweep out into a small spring-stream. It flowed and bounced along the stream until it came to a waterfall, where it would impact against some stone and become stuck between two cleaves of rock. And there it would sit for many lifetimes – stone forming around the orb, the waterfall soon drying up to form a cave. And there the gem sat for centuries until it was knocked free from the clashing of two armies far away. A magical aftershock of elven-kin battling with creatures that were once chirots. The wave shifting, changing the land of the empire in the aftermath of that far off battle – which knocked the gem free onto the cave’s floor.

It rested there for a time, the bothers and sisters of the gem, the other twelve like it long since destroyed, or lost of their magical essence until one odd cat-girl stumbled upon it. Venturing back towards Nanthalion from an expedition to the lands beyond the northern most reaches of the empire. A woman that liked to be on her own at times, that loved to venture through caves that were so much like her own, flooded now, one. Almost over looked the gem within the cave she had, save for that faint glimmer of magic that her emerald eyes were enchanted to see by the use of her hours of study at the Sanctuary. Zaira’s hand found the gem, and the darkness embraced her as a long-lost sister.

And so the tale draws to it’s end, or perhaps it’s start. Was it always Shevar’s manipulations, her complex web to draw the gem to the cat-woman, to draw her darkness to that twisted creature. Or merely fate at play? Surely, the coincidences of it all are suspect, open for the take of those that would see it. Cat-woman so bitter and angry at the world, at herself, her race, that she becomes more mannered as a moriel than anything. Skilled as a thief throughout her life, learned in magics over the one that had collared her for a time once she arrived in Nanthalion. The attack of the emerald guards giving her the first taste, the first sight of Kirva, of Shevar. Nightmares that came afterwards of the two goddesses that lured her closer into it. The Spirrettes, who caused the land to shift, and who Zaira had found a strange ring to return those nightmares of her goddess’ suffering to her mind for a time. And a follower of Shevar found within the town even, Ray`el, to take her under his wing and teach her. And finally, the moriel who she found love in, that caused her to turn her back on Kirva, a stumble of faith to the dark-mother, but kept herself faithful to Shevar. The cat-woman that always wore a black mask when dealing battle, worship to the darkness, and perhaps, the darkness had given something back to her. Curse of blessing?
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Silent Embrace

Owned By: Cleothina

Type of Item: Weapon

Equipment Slots Used: 1

Description:
A hard stretched leather holster of black can lay over the wearers arm but seems built for sitting on one’s thigh. On it, small strong straps with three knives. Each knife would seem a form of configuration of the common throwing knife, but what stands out is that they are all completely black, from hilt to steel, with the steel seeming to reflect no light. More importantly, however, is that the blades seem to be in the shape of far to realistic looking curved teeth, with all the little imperfections, a ridge down the middle, and cracks one would find on such. It is wholly inconclusive whether this is simply a very clever decoration made by a true master of steel – or the left over’s of something far more insidious.

Powers:
Casters Bane (2 Slots)
Imbued by a rogue who had a huge dislike for mage's. These knives, if successful, will rob a person of his spell caster powers for a time frame, swelling vocal cords to prevent all but the most dedicated of mages from summoning the magical energies required to pull of a spell casting.

Mechs:
Upon a successful attack with this weapon, the opponent must roll a 1dRES roll, if they manage to roll above half of their current RES number then the ability has no effect, otherwise the opponent will find themselves unable to cast any spell which requires vocal content, due to their vocal chords swelling. This effect last for 1d3 rounds. A 1dRES roll may be made at the beginning of each of their attack phases, and if successful then they have fought off the effects from the ability and are able to cast spells again.

NOTE: Successful use of this ability will not prevent the target from retaliating with physical attacks, as it only nullifies the power to vocalize for spells.


Return of the Spent (1 Slot)
After a knife has been used for whatever reason, the power of the holster compels them to return once all is said and done. Accompanied by a little ripple in the aether of magic as it was pulled back by its link to the holster.

Mechs:
After use, each knife will return to the holster from which it was plucked as if by magic. Not usable in combat.

History:
Once upon a time a infamous yet nameless figure stalked in between the world of the surface and the Nethergloom. They had few abilities or item’s in life, except for a few simply incantations to change their appearance and a set of knives they had spent a small fortune and years to create. Now they had only a few abilities, those three unique knives, and a growing fortune that would rival many of the strongest matron’s living beneath ground so accomplished was there favored form of tactic.

One night, in a cave mouth that linked the calming sun to the creeping dark of the two worlds, they awaited their next target, quietly, wearing a bag that mimicked the ones many traders that passed this cave. The target never came, but the wrath of the matrons did, finally deciding the losses this weapon of a being was causing was to much headache to be allowed to continue on. A knife flies in the air, then an explosion follows, tree’s fall, and all goes quite as bit’s of debris make their descent from the heavens back down to earth. A charred head with a knife imbedded into its neck fall’s aimlessly beside a wanderer’s foot, one who had heard the explosion. Then, just as interestingly, a leg missing its own fall’s a few step’s farther with a far less dramatic thump against a old fallen trunk, leather holster attached. Lithe fingers, every weary of the quality of a blade, grab the hilt as a foot press’s down on the head, freeing it from its toasted fleshy sheath before it suddenly flies from her hand, flying at the mutilated leg. Stepping over, a crimson eye would see the knife along with its brother’s. Seeing the worth of both craftsmanship and this useful ability the leg’s owner is parted from their former prize.

On the way towards the battlefield, expecting possibly greater treasure, a thing of pure fire burns the air and sizzles through cloak and flesh of the stomach. Turning and grabbing the nearest item to her fingers, a black steel knife flies wildly and just nick’s the assaulter’s ash black hand. Realizing her mistake, her body tenses awaiting for the fire to cleanse her of life.. but it doesn’t come. Instead a robed figure stand’s, violet eyes wide with surprise, lips wide, hand outstretched.. but not a word escapes lips. The half blood slowly raises, tilting her head at this new turn of events as she slowly takes her time to pull out that thirsty great sword and make her way to close the final chapter of the wordless moriel’s mouth.

She would never know that it was the mages dark magic and the victim that fell to its unquenchable will that infused the blades with the deceased’s ability to go beyond death and choke those which brought his glorious reign to an end.

Softly bound slumber

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
Item’s Base: Mithril Bracelet

Powers:
Song Of Slumber - An opening of lips, a gently release of musical notes from voice of the bearer of the bracelet, drawing opponent into a false sense of security and slowly lulling them into a sleep-like trance, enabling the singer to perfect an escape without danger to themselves, or to simply place their victims to sleep to unable them to take advantage of such a state. The notes sung meaningless, the intent of the one singing with the velvety purr of voice is to be the driving force behind such an ability.
Use of this ability is nullified if the opponent can not hear the song being sung. If successful the victim falls into a restless sleep.

Mechanics:A normal, close magic attack roll is made, and if successful the difference between the failed resistance roll and the attack is how long the victim remains asleep. This counts as normal sleep, so any loud noise or jarring motion to the victim will awaken them. In combat a successful roll gives the wielder a free round immediately afterwards. This can be used to escape from combat or to regain STA but not to make an attack.


Soft Bindings - With a wave of hand and an imagined point of contact the wielder of this power can cause a soft silken thread to appear and bind a limb or limbs of the target, causing them to be unable to move such bound limbs.. and if completely bound like this.. would be at the mercy of the wielder.

OOC consent required for use of this power, and is not usable once combat has started

History:
Originally devised by the combination of a the powerful elven mage Cesik and a legendary dwarven healer Dotele. The two collaborating on an item to allow those unable to harm for whatever reason, reasoning it may be a way to create a little more closeness between races. Their plan, a way of defense that wouldn't interfere with this inability to harm anyone. To enable those who dealt with pacifism in one way or another a line of defense, or the ability to stop someone so they could deal with those that needed it most.

At last it was created, the two looked at it, and as if by unspoken thoughts, they sought out and gifted it to the worthiest.. and most pious healer in the realm.. the intent for it to be used only in the most direst of need, at least that was the idea, and to be passed to the one the bearer decided most worthy of its gifts. The original intent behind it being lost in time as it was passed from one to another,now just an item to help keep one safe from harm.
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Spirit of Flame

Owned By: Kir Trelander

Type of Item: Device

Equipment Slots Used: 1

Description:
Thin and well-crafted obsidian links, too small for the craftsmanship of most, form a fine chain of this delicate band. Seamlessly clasped to hang laterally, a thicker bar of crimson onyx affixes the two ends together.

Powers:
Dwell Not in Darkness: (2 Slot - OOB)
Dampen/Stoke Flame - The ability to grow and shrink flames within 10', and no higher than 10' at will.

Volcano's Halo: (1 Slot - OOB)
When Kir stands in front of flames, the shadow cast by the flame is deepened to darken his silhouette, granting the genuine appearance of a non-descript figure surrounded by a corona of fire.

History:
The Valencian God of Fire and Earth, Uvelcra, has gone through long periods of dormancy much like the volcanoes that his temples generally reside within. During these dormant periods, the caverns that spill from the magma chamber of those fiery mountains, the chambers that form the places of worship for the God's followers, grow dark. There is but a single keeper during this time, a single tenant, a single visitor, and he came to be in possession of this simple pendant, always worn around his neck, always present, that his wandering steps throughout the Gods' temples were always lit and always left dark behind him without the need to constantly renew torch sconces. Yet whenever the God returns, whenever new Priests are found, new Acolytes are sent on those dutiful errands of maintaining the temple, this keeper disappears, leaving this pendant for one with access to all the passages of the temple so that fire may always guide his path.

Spirit of Re-Life

Owned By: gwyneth

Type of Item: Device

Equipment Slots Used: 0

Description:
A simple piece of jewelry, tarnished metal with crest set upon it, a laurel leaf on albion shell.

Powers:
Linking the Bodies (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but once they have prepared the dead body for the resurrection they can then infuse both themselves and the dead body with a link, enabling them to continue the resurrection using their own body and soul as the anchor to which they will bind all else in order to make the ritual a success.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the resurrector’s full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim's life to them before they can fully become alive once more.

History:
pending

Spirit of Zes`Yasah

Owned By: Lloathe Shae`viel

Type of Item: Device

Equipment Slots Used: 0

Description:
Item Base: Armband

Powers:
Dying Effort: (2 Slots Combat)

When the bearer of the Spirit of Zes`Yasah reaches 0 hp (or less) they are allowed one final strike (normal combatdice). One last attempt to bring their foe toppling to the ground with them. This will not allow them any other action than to attack. This will also not save their lives, or prevent whatever fate befalls them, but rather, just allows them to have one last try on their next normal turn.

Form Flattery: (1 Slot OOB)
The Spirit of Zes`yasah, cursed to remain an inanimate form, can change its shape to mimic anything that does not take up a slot or have mechanics of its own. Therefore, it can be a ring, a stone, or even a pleasant evening dress. However, it cannot ever be a weapon, armor, or anything else. The Spirit is left to watch and influence, yet never actively participate.

History:
Spirit of Zes`Yasah
This Spirit of Revenge and Spite has slept in the form of a seemingly innocuous (and very beautiful) Armband. Passed from inheritor to inheritor, it radiates power, but few have any knowledge as to what it does, as, for several millennial, it did nothing. The spirit though is awakening. It is weak, and actually prefers its parasitic existence, feeding off the emotions of the wearer. Its passing from the world of humans to moriel brought it from a series of short appetizers to long, gorging feasts, as Moriel are replete with its repast; anger, hatred, spite, desire, and blood lust. Now awakened from its long slumber, it finds its meals quite enjoyable, whispering occasionally to its bearers, but mostly watching. For the efforts of its bearers are always better when they are the originators. Still, its bearers are so...not what it is looking for, as they shed so little blood at a time, moving carefully and cautiously. Not nearly as entertaining. While mostly worth the wait, suspense is not its interest. So always does it look for a new bearer. One bold and angry, and...willing to take nigh unto insane risks.

So. What does it do? Well, it mostly just talks and prods. Though, it benefits the wearer by flattering whatever vain wish they might have and complimenting their image. Also, it grants them a last chance to achieve their goals and use their hate. A deathsurge. Allowing the intensity of the emotions that form just before death or defeat (truly a glut for the daemon) action, and allowing one last strike before the bearer falls.

Staff of Mischief

Owned By: Taria

Type of Item: Weapon

Equipment Slots Used: 1

Description:
A staff made of the finest cherry-wood; carved into a serpentine dragon’s form with a head cresting its top. Its mouth bore a singular crimson jewel where its power is housed. Wings flared up and around its head to create the overall menacing look of this staff. The staff itself seems ordinary, that is until it is melded into the flesh of its owner; turning into a coiled tattoo about the leg of its bearer.

Powers:
Undead Restraints (2 Slot Combat): Using this ability allows the wielder to summon skeletal hands to bind, hold and prevent her target from casting magic and/or escaping. Magical in nature, the bony hands would follow the will of the wielder, seeking to ensnare the target. Up to (4) separate skeletal hands can be summoned, one at a time, and each is directed by the wielder to wrap around the target as the wielder wishes. Arms, wrists, ankles, thighs to bind the victim.

MECHANICS: This ability allows the Wielder to summon up to a max of four skeletal hands, over the course of one scene, to strike out and ensnare his target. A !ranmagatk vs. a !ranmagdef roll is used. If the attack is successful a single bony hand will slide around the appendage targeted by the wielder binding it into place solidly in mid air. Only one skeletal hand may be summoned per combat round. The bony hand is then unmovable by all save the wielder. Once the wielder is satisfied that the victim is bound, she may direct them as she chooses, manipulating the person's bound form, but the spell will not allow the victim to be tugged beyond the natural reach of the limbs. The skeletal hands will stay in existence as long as the wielder is present, diminishing over a period of one round per skeletal hand after she is gone. The bony hands will disappear immediately if the target is attacked while bound, and an unsuccessful attack eliminates the skeletal hand being cast; IE one miss means you only have three more chances to bind the victim. (This spell is not damaging just binding. The neck may never be targeted to try and hang the target.)

Share Spirit (1 slot OOB): This effect gives the wielder the ability to be personally connected to a person she is close too. This spiritual link allows her to see, hear and feel what the other is experiencing. By closing her her eyes she can experiences those feelings the one she is connected to feels. She can also send feeling back allowing the one she is connected with to feel what she is feeling. This ability also allows her to locate the one she is connected with when he or she is in need.

Mechanics: The wielder will expend an immediate ten (10) stamina that is not regenerated until the spell is willingly canceled by either party. This requires OOC consent on both sides and IC consent This ability can only be initiated upon a person within sight of the caster, and no more than one person at a time can be linked to the wielder of this ability. Stamina used for this ability does not return till two hours after the ability has been canceled. Not usable in battle.

History:
A staff made of the finest cherry-wood; carved into a serpentine dragon’s form with a head cresting its top. Its mouth bore a singular crimson jewel where its power is housed. Wings flared up and around its head to create the overall menacing look of this staff. The staff itself seems ordinary, that is until it is melded into the flesh of its owner; turning into a coiled tattoo about the leg of its bearer.

This staff was created within the deepest of dreams within a young Drak Sen cleric’s mind. While he sought to carve it from the most wondrous tree he could find; there was power that was held within that great tree that even he didn’t completely understand. It provided the staff that he crafted with powers beyond that which he could only begin to fathom.

When he bore down his magic within the completed staff; it took on a life of its own, twisting and turning until it found its home within the crude crimson gem that was nestled within the jaws of a finely carved dragon. Upon the recalling of the Drak Sen’s dream, he left behind this item of power, awaiting its next owner whose flesh would house the intricate tattoo that would soon meld into this item’s owner until called from flesh.

Upon a dream Taria shared with none other than that connected Elder Dragon Gwendya, she was shown visions of this item of power; it drove her to seek it out…. It was made for her… Given by the elders to her waiting hands; or so she would presume as she sought to dig that powerful item up from beneath none other than a looming cherry-tree’s roots with care. Gloved hands would brush the intricate carvings free of earth; bringing it into its power and bonding it with a new holder.

Sterling Silver

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
Belt Buckle

Powers:
Stunning Allure (1 Slot OOB)
The bearers hair changes color to a sparkling platinum from base to tip, and their whole body radiates sexuality and sensuality from top to toe, making the bearer more striking and attractive to those around them.

Mechs - A close magic attack is rolled to determine resistance to the effect.
OOC Consent is required, and the ability is not usable in combat.

Sex Thought (1 Slot OOB)
The bearer can manipulate and insert images into a person's mind, limited to brief images of a sexual nature.

Mech - As per the spell.
Not Useable in combat

Graceful Aura(1 Slot OOB)
The bearer's motions, everything from moving around, to simply sitting and drinking, becomes imbued with a sense of sensuality and grace, drawing people's attention from far and wide, to draw their eyes and senses to the bearer, making them center of attention for a while.

Mech - Ranged magical roll is required for resisting this ability. If failed the victim's attention is drawn away from their current occupation and towards the bearer

History:
The Elder Sahzralaith peered into the reflection of a rather large icicle. Deep within the mountains, under the land mortals called Valencia, he mulled over the reports that slowly streamed into his conscious mind. The resistances of mortal minds were surprisingly stalwart, how they fiercely clung to their brief existence. Musing over the lesser races as the elder flexed his wings, he then curled up comfortably against a rocky shelf. A gargantuan muzzle lined with deadly carnivorous teeth blew a growl past scaly lips, claws set before his jaw as padding whilst the elder closed his eyes and entered the Dream. Manipulation would be spawned, seduction the easiest form of this within the land his agents roamed. Dreams were sculpted into raw material, a shimmering visage cast inside the reflection of the same icicle he so often used to scry. Yet this was the Dream, and in this world he was one of many gods. When he opened his eyes, many turnings of the moon later he supposed, though its light hadn't kissed his hide in decades, perfection laid before him. A dense mass of silver had been intricately wound around into a square-like bit of jewelry, the depiction of a graceful winged dragon turning around its surface as the belt buckle was made unto reality. The subtle charm made his maw smile, as fearsome claws plucked it up, and magic bore it up to the surface; to be found by one of his many children. A shimmer of light reflected off of odd angles, begging attention as it sat half submerged in a clear puddle of water. In a bed of cool liquid drawn from melted snow or rain, it would rest in the path of its first Drak Sen owner, cradled against the stone face of a building where magical silver pronounced out of the puddle.

Stomorel's Flask

Owned By: Galen Striker

Type of Item: Device

Equipment Slots Used: 1

Description:
Item's Base: Silver Flask
Stomorel's Flask is a silver drinking flask that looks a little beat up but is otherwise quite ordinary looking. The only sign that something is different about this particular item is a tiny little rune etched into the bottom of the flask. The meaning seems to be something akin to "Clear your Mind".

Powers:
Healing Shift (2 slot OOB), Drunken Assistant (1 slot OOB)

History:

Taac or daan Akaaruur (Stein of the Ancestors)

Owned By: Nixxle

Type of Item: Device

Equipment Slots Used: 0

Description:
A seemingly ordinary mug made of silver. It is engraved with what looks to be the long history of it mashed together up to the point where an armored woman is drinking from it, features hidden by the stein, itself. The handle of the mug, with all it's filigree, has a prominent skull sitting atop the head of an axe, the symbol of it's true owner.

Powers:
Call of the Wild (2 slots - OOB)
This gives the ability to summon the spirit beasts of past Chieftains at random that can allow the summoner one ability per beast. So long as the Summoner is not in combat the summoned beast can remain at their side, but fade quickly at the onset of attacking or being attacked.

Mechanics: When summoning a creature the summoner must roll a 1d3 to see what Spirit Beast they get. Should combat start the beast fades away making it's abilities also unusable until combat has ended. Only one beast can be summoned per day. Summoned beast last for 24 hours or until an ability is used.

1: Hokhec - The Great White Wolf. Once the familiar of Nix, the first Daughter. Hokhec is a noble and grand beast. His keen sense of smell was said to always guide Nix to her prey. Giving the wolf the scent of an animal or person allows the beast to track them within a 3 mile radius.

2: Muur - The Angry Goat. Once the familiar of Nixsa, the second Daughter. Murr has a temper that is said to surpass that of his Mistress. Murr can be used by his summoner to warn others to back away with his scream. The scream is simply a warning and has no other effect nor does damage.

3: Rher - The Watchful Hawk. Once the familiar of Nixa, the Fifth Daughter. Rher is swift and agile in the air and can be used to see as far as 100 feet out from on high which gives the user such vision as well.


Liquid Perfection (1 slot - OOB)
This effect allows any liquid poured within to heat or chill to the preference of the stein's chosen owner and never run dry. Magical liquids are not affected by this ability (potions). Cannot be used in combat. The stein never runs dry for one full day before needing to be refilled. Only the owner can drink from the stein.

History:
The history of the stein dates back to the first offspring of the first goblins to be self aware. Upon the first generation to be more than the mindless, raping beasts created by the Necromancer, a group stood out to split off and become the first tribal leaders. Out of these few who would go on to define Goblin culture were Nix and Zog. It was this pair that gave their names to their descendants, the first of each gender to have the same name. Daughters of Nix and Sons of Zog. This pair branched off to create separate tribes, each leading them in different ways.The women were known for their strong ties to the spirit realm and cleverness whilst the men for their strength and prowess in battle. Once a year they would meet to trade and share in spoils. It was a time of revelry though they still stuck to the ways of the first. Raping, raiding, pillaging. Even among their own kind and the other tribes established.

It was during one of these meetings that their descendants, and leaders of the respective tribes, was visited upon by a Dragon. The great beast gave two sets of gifts. To the son of Zog the ancient one gave one tooth and touched upon his mind the art of mithril smithing to be passed down through his generations. It was with these gifts that Dragon's Fang was created and passed down from father to son for many generations.

To the daughter of Nix he bestowed a stein and a prophecy. The two tribes would be unified and from that union a child would be born to carry both dagger and stein who would help lead a new type of Goblin tribe. The stein was kept with these daughters for several generations until a raid by humans all but destroyed the female dominant tribe, leaving the women scattered.

Decades pass, the Daughters of Nix all but gone until the last daughter came upon the Tribe of Zog. With the knowledge of the prophecy and the mug, she bore the child of Nix and Zog though the stein was gone and the story of it's true Master began. Through the years it has waited to be claimed by it's true master.

Talisman of Her champion

Owned By: Nylan

Type of Item: Device

Equipment Slots Used: 0

Description:
Item’s Base: Mithril holy symbol (Ishtar)

Powers:
Enhanced morph (1 Slot)

When worn, the wearer may focus his will upon the ankh, activating its power. The magic of the talisman causes any and all armor, including a shield, but no weapons, worn to be transformed into golden light, which then appears to sink into the wearer, leaving him wearing nothing but light silvery sheen - marked by mithril tattoo's along his spine, wrists, calves and the base of his neck. Additionally, in this state, the holy symbol itself seems to sink into and fuse with the flesh, the chain disappearing with the armor, leaving the wearer unable to remove the holy symbol while his armor is morphed. By again focusing his will, the wearer can summon the armor from its morphed state.

Mechanics: It takes one full turn to either summon or morph the armor. This does not include the time required to activate non-permanent enchantments. The defense associated with any armor while in this state is negated, and is not usable until the armor is summoned from it's inert state; however this ability is also not usable in combat.

Flight (2 Slots Combat)
At will, the Champion may invoke the power of flight, a translucent golden light surrounding him, allowing him to take to the air, although not with the agility of any being born to flight.

Mechanics: This allows the owner of the ring to use magic and fight in flight within the stamina cost that would normally come from natural flight. This means that stamina cost is normal for spell casting and physical attacks +2 additional points to maintain flight.

History:
In ancient times, before the church of Ishtar was adopted by Stormbringer as the official religion of the empire, the Temples of the goddess frequently found themselves under attack by other churches and other heathens. While the church had many powerful warriors in the following, they were frequently caught unprepared for combat while in the midst of their pursuit of pleasure. As a result, the champion of one of these ancient temples prayed to Ishtar for a solution, that he might be prepared to defend Her followers at a moments notice, while still being able to honor Her without the interference of heavy, bulky armor. For his faith and dedication, Ishtar granted his request, giving unto him a mithril ankh, empowered by Ishtar to allow him to summon and banish his armor at will.

How Nylan got it: Nylan has recently returned from a long pilgrimage to distant lands (an IC explanation for an absence from the game).During his journey, he found the ruins of a long abandoned temple to Ishtar, and in the catacombs, the tomb of a long dead Champion. Though the ruins were looted and desecrated, the tomb had been untouched and unopened. Prompted by the hand of Ishtar, Nylan entered the tomb. Upon the sarcophogus of that long dead champion lay the talisman. Feeling this item was an important relic, Nylan took the talisman, to return it to the hands of the leadership of today's church, the indefinable urge to wander the lands in search of his goddess leaving him at that moment, and drawing him back to Nanthalion.

Released to Nylan 6/05/11

Tears of the Lady

Owned By: Callie Volopa

Type of Item: Device

Equipment Slots Used: 0

Description:
Class Req: Water Mage
Level Req: Level 20
Description: Necklace

Powers:
Lady’s tears (1 Slot, OOB)
The necklace can, three times a week, release the tears of the mother goddess of the vulpine people, these tears will heal anyone that drinks them as if done by a healing potion.

Mech : Use of this ability costs 10 stamina and is only useable three times a week and the healing gifted by this item will heal up to 15 points of life. Not Usable in battle

Lady’s Blessing (2 Slots, Combat)

The vulpines faith in the lady will guide them through rough times. They will always know their faith is full filled and always be content.. this also blesses the hydromancer with a protection from the fire, which harms the vulpine able use this holy object.

Mech: The bearer of this object has a +5 magdef bonus against magical fire attacks, either close combat or ranged. In addition they are also un-swayed by any fear causing effects that magical fire might provoke upon them

History:
Crafted in a time gone past, in order to honor the goddess of the vulpine race, a small little necklace, to be worn by the most humble of her followers. Gifted from her hand to the one in question upon the coming of their 18 year in the world, to be taken away from them only if they wish it, or they dishonor their race as a whole, being reclaimed by the Lady herself who would then return it to the world when the next suitable candidate had reached the age of gifting.

Many times had this item appeared and disappeared from the world, the last time was almost 300 years ago, when a young humble cleric discovered it upon his pilgrimage to a far away land. Taking time to discover its abilities he used it for good as he saw fit, spreading the message of The Lady throughout the foreign land until his death of old age, when he was visited by a young female vulpine, who wished him well and gently removed the necklace to return it to her safe keeping until the next appeared who was worthy.

And so it was that one night that the Lady saw a young vulpine enjoying herself, but not being too proud in her overtures to others, deciding to keep an eye on this potential one, watching until she left her homelands in search of something new, and one night as she slept, she was visited and would awaken to find the necklace of dreams and legends laying in her lap.

Tepictuc's Kiss - Pain Whip of Wickedness

Owned By: Angelica Catpaws

Type of Item: Weapon

Equipment Slots Used: 1

Description:
The whip itself was a brilliant hue of burgundy; the scales wrapped tightly around one another, in a whip that was slightly longer then most others. Each strip of flesh was made into a narrow cord by being soaked in oil to soften it, and then woven together and left to dry, where it would regain some of its stiffness. The handle would be made of bone still ivory white, no sign of yellowing, with an emerald scale on the bottom, as each Priestess would mark her whip, with a scale of her own being, to show to Kirva her dedication in this life to that new goddess. It would still smell of that oil, as if it permeated the very marrow of that weapon, though tainted to the nose by the smell of blood, as if neither had been washed from, and no time could stop that which such horrible attentions had made.

Powers:
Morph (1 Slot OOB)

This ability allows the bearer to change the shape and use of the whip while out of battle. To a bracelet coiled on wrist, or hair thong to pull back the threads of their hair. This is allowable outside of battle only, and can not be used during a fight.

Snake Bite (2 Slots, Combat):

The whip is enchanted with a special magical effect. Upon a successful physical strike it causes an effect similar to snake venom. The effect of this enchantment does not cause any direct harm to the opponent but acts to drain stamina instead of life. More importantly, once the opponent comes under its effect, they may not evade during the following three rounds to regain their stamina. The effect is entirely magical and based on the enchantment on the whip; it is not a physical venom coating on the whip that is actually injected intra-veinously. All it takes is a successful strike to affect the opponent.

Mechanics: A !clophyatk is used to strike the opponent with the whip. Successful strikes drain the opponent of stamina instead of life equal to the damage roll. Once the opponent comes under its effect on a failed defense against the whip, they lose their ability to evade to regain stamina for the length of three rounds. Should the opponent be reduced to 0 STA this way, they are considered knocked out and too tired to continue the fight (but very much conscious). This is limited to one successful strike within a combat scene and up to three times a week.

History:
The art of flesh craft is one of the most widely spread practices in the known world. Leather workers, cloth makers, armorers, farmers, and tanners, hunters all of them master at some aspect of this craft. Yet among these jobs, not one would dare to use the flesh of a man, though in the times of yore, among the Sithians, there was a cabal of priestesses who did just that. Lost deep within the jungles was a city with no name, burned from every map and erased from every record, among a people where it is a crime to speak even the city's name. This place, once a bustling metropolis in the Sithian Empire, hailed as “The Jewel in the crown of Tepictuc” was a wonder to behold. Pyramids reached into the sky, towering over the lush expanse of trees, and the sound of voices could be heard throughout the streets, as merchants bought and sold late into the night, sometimes foregoing sleep, just to see the next customer. It was a mecca among the Sithian’s, a place where they could dally and tarry, where pleasure was bought and sold as easily as food or water. Yet in the shadows a darker power dwelled, one that was not Tepictuc, but she was hungry all the same, and this city promised her all she could feast on. While the empire expanded its borders, a deep cancer now in them grew, for in the midst of the priestess-hood a secret clan of power hungry young initiates began to plot, largely acting unnoticed, as most of the spies and informants were in the border-towns, keeping an eye on the new acquisitions, leaving them blind in there own home. This rogue band slowly grew in power, and began to take on new members, keeping even the name of the Goddess they now followed secret, only paying Tepictuc honors when they had too. They swore false oaths and bowed when they should, and drew little attention to themselves, but deep in the caverns beneath a nearly forgotten temple, a far viler thing then deception began, a rite so maliciously cruel, that there is no word for it. Each Priestess who wished to be allowed to know the secrets of the inner circle, needed to first pass a test. They had to slip out in the dead of night, and find a virgin male, seduce him, and then bring him back to that place. On hearing these words they would quickly realize that the male would not leave that maze of tunnels alive. The males were brought in, and treated to quite a sight, a bevy of women would approach him, all the priestesses who knew the secrets of this rite, all of those who had previously committed such atrocities. They would slither around him and fondle him, while the one who brought him in, would lay him on the altar, and then even as he thought they would suck and use him, he would feel that skinning knife rip through his throat the next second. At that moment they would all cry out a prayer, one that they would repeat time and time again. “Take this worthless male as our offering, Kirva, we who are loyal to you!” And with that prayer offered up, they would begin their task that would mark their rank for life. The Goddess shielded them from detection from the other members of the sithian race, allowing them to kill as they desired, and suffer no public humiliation or disgrace. As the blood made slick there hands, they would begin to cut away the tail, and over time they would shape it into a whip, one they would carry on there belt. To most members of the Sithian race, it would look to be a snake hide weapon, as it was considered quite fashionable at the time, to wear the hide of some scaled creature, as if to better emulate the goddess most worshiped. Over time the cabal grew to great power, though in there power came arrogance, and that spelled their downfall. Thinking themselves above reproach, they went so far as to take the prince of the Sithian Empire for their ritual, and offer him to Kirva. This young man was of royal blood, and as it was spilled, the empire rumbled, its eyes turned inwards to seek the culprits, and it was in that moment, when they needed her the most, Kirva abandoned her followers. As the secret fell away, as the truth became apparent, the cult fled quickly from the temples, as the Queen ordered the city razed, rather then chance that one might still not have escaped, though she did nothing to warn the population, who she blamed for allowing these crimes to go for so long unpunished. With that it ended, but many of the Priestesses survived, a few even returned to that abandoned place of death and betrayal, and tried in vain to continue in their worship. Kirva wanted nothing else from them, she had taken what she had desired, the soul of a royal was a valued thing, no matter its race or gender. They abandoned their whips in secret caves, and over time, most had been chewed on by rats or simply left to rot over time. All, save one, perhaps the hide of the prince, it refused to give itself to time or decay. The whip made from the flesh of a royal sithian heir, the icon of those Priestesses and there depraved practices, the Whip of Pain as it is known, a cursed and forbidden relic among the Sithians, priceless to any one who would have the audacity to use it.

The Dragonomicon

Owned By: Archaon

Type of Item: Device

Equipment Slots Used: 0

Description:
A large tome.

Powers:
Draconic Freedom (1 Slot OOB):
The bearer of The Dragonomicon may simply open the large manual, and call forth the ability to soar like the dragons, high into the skies without fear of exhaustion. The bearer's wings will be able to lift the owner's form from the ground and fly with the maneuverability and speed of the great dragons. If the owner has no wings, then a set of illusionary wings shall appear upon their back. Like the flight spell, only modified, it cannot be used during combat.

Phantasmal Dictation (1 Slot OOB):
The most unique ability of The Dragonomicon is its mysterious way of scribing down whatever the owner perceives in his mind once the book has been opened. The owner can simply think while the book is opened, and whatever he thinks shall appear upon the blank pages as if written by expert hands. The mystic dictations remain in the book for a maximum of 1 week's time.

Pyre of Eternity (1 Slot OOB):
The Dragonomicon appears to be consumed in an ever burning pyre of dragon flame, however it does absolutely no harm to the book whatsoever, nor to those faithful to dragons. If an unfaithful being touches The Dragonomicon, the flames will react and cause a severe burning sensation equal to 3rd degree burns, but no real physical damage takes place. It is merely a security measure put in place by the book's progenitors.
_________________

History:
Background to be moved from old write up

The Essence of the Yuluwyl Jaluk (Prized Male)

Owned By: Belson

Type of Item: Device

Equipment Slots Used: 0

Description:
A gem that once bonded to the weapon of the Owners choosing turns it into a strange dark garnet color, as if crafted from a gemstone, not from metal, or crystal, a constant burning light beneath the black overlay.

Powers:
Bond to Blade:
The Gem, fed the blood of sacrifices within the Gloom itself, created from Keltors fire, has the ability to bond with a single weapon, a blade to represent the chosen of Keltor and to channel the gem’s combat strength. This simple thing will cause the metal of another’s sword to become blessed by Keltor himself. as a gift for those who serve their Matrons. The ritual to bond the gem to the weapon of the owners choosing takes place within the Temple of Kirva. Once bonded to the Jaluk's prized weapon, it cannot be taken from it, and when the weapon's owner takes the final walk into the Dark Gates, the stone and its magic fades into nothingness.

Mechanics: Once the 'ritual' is preformed bonding the stone to the weapon, there is no removing it, it becomes part of that weapon, engrained to it. Also the abilities of the stone to not work unless bonded to a weapon, so there is no carrying around the gem, and reaping its benefits while waiting to upgrade.

Bring them Home Alive (2 Slots Combat):
A gift for that Male worthy of Keltor's touch, the gem holds the ability to leech from a successful strike a bit of the wounded one’s stamina. This was because the Males job was merely to tie up the lose ends, and bring home those victims for the Females to do with as they will.

Mech: This ability is only usable once within a combat scene and must be declared within the scene prior to use, limit to three times per week. Once a close physical strike has ‘hit’, instead of draining life, the gem drains stamina equal to a !r 1d10 roll. If the opponent becomes victim to this ability, for the course of three rounds they are unable to regain their stamina through a normal !evade. Should the opponent be reduced to 0 STA this way, they are considered knocked out and too tired to continue the fight (but very much conscious)

History:
The Matrons, using Males as pawns in games that were their right to play, bless each "Chosen" male from their House with such a stone. Keltor, the God of the Males below, grants this as his blessing, a bit of an 'edge' for the male sex, even in the gloom. Servants they are to their Female counterparts, the stone is one of the rare honors for a Male who is cunning enough to survive. The back story will include that the gem was formed by a ritual, Priestess blood (a holy thing from the site) mixed with the blood from soldiers in the final Battle of Houses, the last Great Matron war. Boiled and prayed over, it was this stone that was born of that rite, and females are unable to hold it. Keltors 'trick' if you will to Kirva. Playing on the concept the Male is forced to do the "dirty work" such as bounty hunting those rouge females, but are still unworthy of killing them, therefore they must bring them to their Matron for such

The Everlasting Secret

Owned By: Tehya

Type of Item: Device

Equipment Slots Used: 0

Description:
A delicate mithril ring that wraps around the un-feathered part of the quill shaft, the metal tip works as a reinforcement for the natural quill tip. Whenever ink passes through this augmented nub it will magically disappear from the paper that it marks, perhaps to the bearer’s surprise. When not in use the item can be hidden upon one’s person as a delicate, if ornate, bit of jewelry; a ring in fact. This is not a magical ability, but rather the way it was built, a small catch in the delicate metal contraption would loosen it from the quill, allowing it to be worn as a wrap-around mithril ring.

Powers:
For Your Eyes Only (2 slot; Combat)
Any message scribed with a quill that has this attached will disappear immediately upon being set to paper. Nothing will be left for any who glance at it to see, not even the imprint of where the quill had pressed into paper. Once the message as been scribed, there is no way to retrieve it save for it to be read by those eyes specifically allowed by the bearer of the cartridge.

Mechanics: Any message or note written will disappear immediately upon being set to paper. Only four people will be able to read this, one being the bearer, one being the emperor, and the other two must be named by the bard at the time of scribing the missive. Though a detect spell might reveal an aura of magic upon the parchment, no mechanical means would reveal that anything had ever been there, even a light rub would reveal only smooth, unlined paper, as if pen had never touched it.

Illegibility (1 slot OOB)
A pass of the item over the paper once the message has disappeared will layer a second spell onto the enchanted ink. This second spell acts to reassure the writer that such a message could not possibly fall into the wrong hands. The minute any magic touches the letter in an effort to find the message, the message scribed would become unreadable; even if a way could be found to reveal the writing, they would be able to read nothing more than seemingly random scribbles in no known language. Only the touch of one for whom the message was meant for would reverse the cryptic scribbles.

History:
Terphlius Quill

The great historian and bard named Terphlius wrote daily from morning to night. He had a quill, made from the pinion feather of an ancient gryphon, mottled and striped in dark browns and cream which allowed him to write in his journal, even when the ink ran out.

Traghorn the Dragon of Dreams; met with Terphlius in his dreams and in person. In many of his dreams and tales he expressed the desire to find another bard to pass the magical quill down to, someone like he was, dedicated in their writing and even a bit obsessive in nature when it came to their bard duties.

Terphlius was one to write more of what he experienced firsthand, and his writings were accurate in history. Even as compulsive as he was, his colorful fables always had true facts and names included in them. He wrote of wars and common life filling his journal with endless pages. Some say the Emperor Stormbringer’s personal journal is the same, and has never ending pages. That is the journal Tehya writes the events of the world in, for the Emperor.

Terphilus has an obsession in writing history, every fact being accurate, even to the point of giving oracles where many gathered surprised by the facts he revealed. There are some who found his writing too revealing of their digressions upon the Empire, and threats of death sent him into seclusion to write. The wise bard Terphilus knew when the quill got into the right hands, his work would continue, and the selected bard would be one who would do as he did. Unbeknown to Trephlius, Traghorn knew his desire and took the quill to her den staging the opportunity for Tehya to obtain it, and carry on with his work.

She knew Tehya’s feminine beauty would outweigh the old bard Trephilus. It would give Tehya the opportunity to carry on telling the tales of history without ill effects, especially working for the Emperor himself. Trephlius remains hidden for the time being. His appearance is disheveled and he is very old with long white hair and wrinkled skin, much older than the common elf in aging. There is no word in his writings of what his race is, and usually his oracles were given in disguise for his safety.

Traghorn the dragon of dreams has access to many minds and unbeknown to Tehya the dragon watched her carefully throughout the years. She knew everything Tehya desired, even her obsessive nature, and her one fallen dream. Tehya would describe that dream more of a nightmare, but Traghorn explained she would have to have a nightmare… to appreciate her other dreams. The fallen dream wore the bard out in spirit, and that is when Traghorn took the opportunity to visit her.

Unbeknown to Tehya who knew only of Traghorn’s name in history and kept digging for further facts linking her to the Emperor… she was being watched. After one performance after another, and the traumatic death of her friend Marot, she became weary and continued to work until her fingertips bled for a surprise for the Emperor’s birthday.

The amphitheater was moved to a hidden spot in the forest, quite the feat in itself since the stage needed to be taken apart and rebuilt after moving it from the arena. Props and a special device were made for the Emperor and a rack where he could control three dancers to move puppet like to his desire.

The party was a grand success, but Tehya was disappointed more bards didn’t swarm to an affair like this. Tired from working, writing, and waiting for something very special, dark circles were under those cornflower blue eyes.
When she went to take down the amphitheater to transport it back to the arena, something or someone was watching her. She looked around only to find the figure of a woman she met many years ago that danced with her in wolf form in the snow… along with Lord Ryo.

Traghorn shifted forms right in front of Tehya, into the most magnificent dragon she ever seen. Once high above the clouds she flew her around the countryside, and to Tehya’s delight the most beautiful sights below could be seen from the clouds. Traghorn spoke to Tehya about her accomplishments and her dreams, and to Tehya’s surprise she knew more about her than anyone would ever claim to know.

When suddenly they flew through a narrow path of jagged stones into Traghorn’s den!

Traghorn’s den was filled with a huge pile of gold coins and an array of items, and Tehya was told to select only one. A lacquered box caught her eye, and to obtain it she had to keep her balance without toppling to her death and be buried alive in treasure. Inside the box was the magical quill from Terphilus, and his dream came true as did Tehya’s, for inside the box was the magical quill he wanted to pass onto the right person who would use it as he did.

Terphilus still lives to this day writing, and his location is only known by Traghorn. The magical quill will be used in Tehya’s work which includes something dangerous and never spoken of. That perfect gift turned out to have something else hidden, and a week after opening the box she found something tucked under the panel in the bottom. A glittering ring like device with directions on how to use it was written to Tehya, with her name on it. She realized then her selection of the box was no accident it was meant to be.

She tried slipping the mithril ring down over the quill and heard a click, and then wrote a note to a friend as a test to see if he could see the script she had written. He could not, but the Emperor could, which proved the quill had a specific use.

The directions read:

Tehya, slip the ring onto the tip of the given quill, and when you write no one except you, the Emperor, and two others you select will be able to read what you write.

The Healers Spirit

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
turquoise lace choker with a single center sapphire and drop pendant.

Powers:
Linking the Bodies (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but once they have prepared the dead body for the resurrection they can then infuse both themselves and the dead body with a link, enabling them to continue the resurrection using their own body and soul as the anchor to which they will bind all else in order to make the ritual a success.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the resurrector’s full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim's life to them before they can fully become alive once more.

History:
For years Sha`Ruse had been trying to find the secret of bringing life back from the dead using her healing arts, unable to understand why it was always just an arm reach away when healers had learned to do so much when it came to healing the body. They could re-grow limbs and skin, close wounds and heal any and all infections and wounds of the body, but bringing back a spirit had always been lost to them. Almost at the point of giving up this dream of hers, she caught a whisper in the wind and one day she heard of a healer who figured out how to do it, and she sought out Gywneth immediately to plead her to teach Sha`Ruse the secret, which Gwyn agreed to. Sha`Ruse spent a lot of time studying and learning that secret. She was soon granted the gift of resurrection and the choker she wears around her throat proof of her hard work. Sha`Ruse, a Torian healer, had finally found the answer she had been searching- bring life back from death.

The leash of the goddess

Owned By: Michelle La`Roche

Type of Item: Device

Equipment Slots Used: 0

Description:
Item's Base: Cat o' nine tails

Powers:
Pleasureful Stroke (1 Slot OOB)
The whip does not actually cause damage, instead when it hits a victim they feel pleasure, this pleasure incapacitate them a little, making them toys to the seductress and in a hazy state of pleasure, loosing such body fluids as sweat, cum, etc. and loss of reason. They will feel weakened by the pleasure as it drains their strength and blurs their actions.

Mech: OOC Consent required. If this ability is used, each time a person is hit by this.. they, in essence, lose control.. becoming weak and disorientated due to lack of bodily fluids during this treatment.. unable to do anything but continue to accept such punishment until the wield decides to stop and allow them time to recover.

Velvet Capture (1 Slot OOB)
Used for many forms, this ability will allow the seductress to capture people, cocoon them in velvet of the huge whip. A flick and simple incantation of a word is all that is needed to put this ability in motion, their victim chained by the cloth, unable to do anything except struggle against their imposed bondage. Each whip tail will seek out an arm or a leg, binding and rendering it immobile apart from a small shudder if they should struggle, one tail will seek out rafter, beam or even ceiling to attach to if so required to hang their toy in the air, or to be used as a handle from dragging their bound captive along.

Mech: OOC consent required, and not usable in combat. Use of this ability will render the victim immobile, one strand of the whip surrounding each arm and leg, holding it to the desire of the wielder, one strand able to seek the nearest rafter to hang the victim in the air if so desired. The maximum distance this ability is usable at is determined by its current appearance, upto a maximum of 15 feet if shifted to its fullest emergence by Hidden and Fun Length.


Hidden and Fun Length (1 Slot OOB)
With a mutter of words and a twist of the wrist the wielder can amaze the eye with an almost miracle.. growing the length of her implement to suit the mood she is in, whether she wants to simply have it wrapped around her wrist for ease of keeping, or simply letting it extend to normal.. or perhaps beyond if she is in a mood to show off her skills.. or simply frighten someone with the sight of it. The growth happening at the speed she desires to promote whatever her wishes are at the time.

Mech: The velvet cat of 5 tails can grow and shrink as needed. It can became as small as 5 bands on her wrist.. to 2 yard huge 5 yard cords of attack whip.
For rp use, not to be used in combat.

History:
Background to be moved from old write up
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The Magick Paint Brush

Owned By: Laerel

Type of Item: Device

Equipment Slots Used: 0

Description:
A well worn palette that appears to have seen long hard years of use with faded splotches and eroded edging makes up the first part of this item. It’s accompanied by what appears to be an average right angled straight edge brush, its handle also showing signs of wear along its handle and faded grip imprints where artists over the ages have held the brush during their crafting of marvelous paintings.

Powers:
Animate (1 Slot OOB): After a painting has been created using the palette and brush, this ability can be activated by chanting the words "Coia ve`" (life like in Elvish). upon the picture. This causes the images painted upon its surface for a duration of 5 seconds to move as if ‘animated’ or seeming alive. Trees may stir as if a wind lightly flutters the leaves, personages depicted within may subtly turn or appear to move, etc.

Mechs:
Cost 3 stamina to activate. This ability only affects the area of a painting, the canvas size of 3 feet by 3 feet, and of course OOC permission is needed should the painting be gifted to another to change their property, as the painting is then theirs. The effects pass on to the one gifted, can not be used to inflate the cost of a normal painting, and is limited to one painting per day.

Paint Plotting (1 Slot OOB):
If the artist wishes to map the area around him for up to 10 miles at a time he lays out the canvas/prepared hide/parchment upon which he wishes to create a map upon and adds the colors to his palette. The brush is then dipped within and lightly flicked towards the surface to splatter the paint droplets upon it while speaking the words to activate this ability. The droplets will align themselves upon the surface in such a manner as to reveal the terrain about the artist for up to 10 miles and 360 degrees about the artist. Mountains, rivers, landmarks etc. are revealed upon the surface of the map; even man made structures are shown {though it will NOT reveal floor plans of any building}. The map lasts for 24 hours before fading to the point of being useless.

Mechs: Cost 6 stamina, maximum of two uses per day. As with all things, this ability does not show the location of characters that have been painted, meaning it is of no use to assassins or those who mean to harm. It does not work as a map, and should it be viewed by someone whose intentions were to use it as such, they would just see random splatters of paint, as all locations of houses are only given through OOC consent of that properties owner.


Landscape Escape (1 Slot OOB):
Through this ability the artist can cause up to a 10 x 10 foot area in a painting to transform from its current season into another for a !r 1d12 the number equaling the months that it will remain as such. The brush cannot affect a painting treated as such until the previous effect has worn off. (I.E. a 6 is rolled, lasts 6 months, during which it cannot be changed. Once it wears off, it's once more fair game.) Of course, this does not mean that the painter can sell the item for more then it would have fetched inanimate. A snow laden grove may become a grove streaming with sunshine, new flowers and appear to be as warm as a spring day, or a storm can rage in the foreground. Cost 6 stamina.

History:
The goddess Calista was one of simple pleasures, and simple beauty. She had made the pallet and paintbrush for herself at first, but had decided to give it to a faithful follower instead. This follower wasn't as pure as she had hoped, and he had decided to use it to his own gain. He charged money for the paintings, and this upset the Goddess. She took it back and banished him from her sight. So, Calista kept it in her possession for years, letting it collect dust, as she had no real use for it. She didn't want anyone to profit from it, but simply bring pleasure and happiness to the world. One day, she heard a high elven lass calling for help, and she decided to see what the commotion was about. When she found out what was wrong, and why Laerel wanted her help, to provide an old man with a bit of happiness before his death, it touched Calista. It had been a long time since she had found one of her followers to be so noble and unselfish, but she had to be sure that the elf would sacrifice something, and know that it was for the greater good. Calista came to Laerel in the form of a painting herself, and spoke to her. She asked her if she wanted her help, and what she would give to her if she did help her. Laerel said she would give anything to Calista, and so the goddess asked for the one thing she knew Laerel was proudest of, the beautiful crimson color of her hair. It was a natural color, one that no one else but mother nature could create. Her hair hung below her waist, long and silky, shiny and beautiful. Laerel thought about it, but decided that helping the old man was more important than the color of her hair. So the trade was made, and Laerel got the pallet and paintbrush, and the knowledge to use it

The Mark Sanguine

Owned By: Avara Raithe

Type of Item: Device

Equipment Slots Used: 0

Description:
It appears to be a glove of the finest spidersilk, though any who look closer will notice those fine threads are made of mithril, and it is not separate from the flesh beneath, but rather melded to it. The glimmering metal creating a fine maze of whorls and interconnected lines across the palm and back of the hand, though not touching the fingers, it appears almost like a tattoo in how it moves with the flesh, though no ink ever created this.

Powers:
Mark of Submission(2 slots, combat): A touch or caress is all that is needed. A small bit of energy is expended, and a mark is left behind much like a Wizard’s Mark, something that represents the person who left it, though it is always colored as if it was etched in the victim’s blood. Unlike a Wizard’s Mark, this mark only lasts for the length of time the ability is in effect, fading as the connection does. While the mark is intact, it serves as a conduit between the victim, and the person who placed the mark upon them, emotions and physical feeling flowing through the bond. However, the person who places the mark has the ability to control how much of herself she reveals, able to limit it to just the physical, or cutting off the back flow altogether.

Mechanics: Skin to Skin contact is required to place the mark. The mark costs 5 stamina to place, and those 5 stamina cannot be regained until the mark is released. Once it is placed, the mark can last the full length of a scene, though it will fade if the victim gains real distance from the person who placed it. If the victim wishes to resist the mark being placed a simple INT vs RES roll can be initiated. While initiated, both parties can feel the other, though the person who placed the mark is in control of how much of herself is revealed. This includes emotions, physical pain, and pleasure, but not thoughts. This ability can carry over into combat, at which point each would also feel the blows done to the other, though it would cause no actual harm or loss of hit points to either party. OOC consent is required to use this ability.

Purity of Feeling (1 slot OOB): While the Mark of Submission is in effect, the person who placed it can amplify one of the feelings that is flowing through the bond, causing it to grow and overwhelm everything else that the marked person is feeling. Fear, arousal, lust, calm, pleasure, pain, anything identifiable through the bond can be magnified, overwhelming the mind of the victim.

Mechanics: The Mark of Submission Ability has to already be in effect on the victim. This ability allows the user to sift through the emotions and sensations that the other person is feeling and isolate one, causing it to overwhelm every other feeling. However, it has to be something that the victim is feeling already, the user being unable to force them to feel something that is against their nature. This ability does require concentration to maintain and so any attack, either against the wielder or the victim, will cancel the effect. This ability requires OOC consent to use and is OOB only.

History:
Where the glove came from, or what its true purpose was, no one could ever say for sure. Facts get lost in the mists of time, names change, cities are lost, and soon all you have is a glove lost in a moldy cellar until some young creature finds it and it is new and alive once more.

This particular glove is just such an item, one of its former users tried to trace the history of it, but all that he found was an old fairy tale that is still told in the Northern reaches. Is it the same glove? The resemblance is uncanny, but you can be the judge of its truth.

As with all great stories, this one starts with a Lad. The boy was apprenticed to become a Metalsmith under the greatest Smith in the Known World. He was a gifted apprentice, yet lacked the drive to truly become a Master; his mind was ever on the thing that plagues all men of a certain age. Girls. As he grew into a strong young Man, he could have had his pick of any girl within the small town, yet he was drawn into the trap of an experienced Seductress by the name of Sylendria.

Sylendria was well known for her Harems, and her Orgies. Her Manor house often filled with those who sought to immerse themselves in nothing but pleasure and lust, and often her trip through a town would be followed by the disappearance of some of the prettier boys. Our lad was just such a boy, catching sight of Sylendria as she paid visit to the Mayor, only to be overcome by something he was never able to explain.

To him she was not simply a woman, not simply beautiful, but a Goddess in the flesh to his eyes. He was completely enthralled to her and did not even bother to pack before he followed her on her trip out of town. The young man, his heart full of romance, was not prepared for the life that she led. She welcomed him as a lover and a slave, but never as an equal. He pled his heart out to her, and she merely laughed.

The young man, distraught, could not simply stand by as yet another toy, no different than any other in her harem, nor did he believe her words that she felt nothing for him but the stirrings of the flesh. In helpless anguish he left her, returning to his home town, to his life before his Goddess had entered it.

On the night of his return, unable to sleep, he began molding his feelings, his loss, his desire, his anguish into an item. By early morning it was finished. It looked like a lady’s lace glove, yet it was mithril. Mithril hammered so thin that it was still malleable, and infused with the very ache of the young metalsmith’s broken heart.

It is said that the young man took that glove, intending to use it to look into his lover’s heart, and seeing into the heart of one who has given her very soul over to lust; his heart gave out, unable to take the strain of hope lost.

Of course, that is just a Fairy tale, likely just a passing coincidence…

The sacred beads of Oontaro

Owned By: Joe

Type of Item: Device

Equipment Slots Used: 0

Description:
This string of beads is an ancient artifact created by the sweet brother of mercy Oontaro. He created the first vulpine rezzing ritual and created these beads to aid in such ritual. The beads themselves are just a symbol used in the religious rezzing practices of vulpines back before their current user. Each end has a clasp so it can connect to itself to form a loop. There is a repeating pattern down the beads starting with the symbol of the lady then her husband Trejani, then her 14 children going in order of birth.

Powers:
Linking the Bodies (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but once they have prepared the dead body for the resurrection they can then infuse both themselves and the dead body with a link, enabling them to continue the resurrection using their own body and soul as the anchor to which they will bind all else in order to make the ritual a success.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the resurrector's full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim's life to them before they can fully become alive once more.

History:
The beads were lost upon his death but every so often he appears to a new minted vulpine rezzer and gifts them his set of beads. Upon death of the user the beads return to Oontaro to be given out again. Mostly a thing of legends amongst vulpines these beads were thought lost to time along with Oontaro and believed to be buried with him. Back when he was alive Oontaro commissioned the beads to be made for religious rezzing practices. They were used as a symbol to help channel the spirit of the dead back to it's body. Since his passing Oontaro has manifested to different religious rezzers throughout vulpine history and gifted them his beads for the practice. The different users of his beads dont have much in common So no one knows how Oontaro picks the new owner. Since the passing of the last user of the beads long ago, Oontaro hasnt visited a new rezzer since and they fell into myth and legend till Joe was visited by Oontaro


Upon receiving word that he was approved as an offical rezzer by the empire, Joe goes to the vulpine temple and kneels down infront of the statue of the lady. He lays his hands palms up on his knees as he speaks in vulpani "Oh thank you the lady for all the guidence you have given me over my years of life and helping me find my path. I will do you and everyone proud as I walk down this new path in life to my fullest ability" as he says this with his eyes closed vulpine dressed in white manifests before him with a set of beads in his hands.
"Open your eyes dear child" the man says in a kind and gentle voice
When Joe opens his eyes he sees it was Oontaro who stood before him "I am truely honor and blessed to receive your visit Oontaro sweet brother of mercy, What brings you to manifest here to me?" Joe asks
Oontaro simply smiles and lays the beads down in Joe's hands "These will serve you well like they served me, Use them well in this path you have choosen" and just as he appeared Oontaro vanishes just leave those beads in joe's hands

The Sigil Of The Displeasure Of Morpheous

Owned By: Prydain Mozenwrathe

Type of Item: Device

Equipment Slots Used: 0

Description:
The amulet is a beautiful heavy pendant. Made of at least three precious metals, the ancient Magi script for the name of Morpheous and her title would be embossed on the front of the pendant itself. Upon the back of the pendant (which looks like a coin four inches in diameter), the words "humilitas postulo exsisto philologus , vox postulo exsisto meritus" are embossed. (It means "humility need be learned, power need be earned.") This item can transform itself into something relatively "hidden" upon the character's body. it can be a bracelet, a tattoo, or something else easily overlooked. if scrying/detect magic spells are used upon the character, the item will reveal itself to be magical, but it will not be known what the item does. only in the amulet's original form will its true nature and purpose be discerned.

Powers:
Proprius Vicissitudo Ex Superbia Ut Dedecus (2 Slots Combat)
Description - The wings of the bearer aren't the normal kind of wings for this race, but instead are of large draconic wings. Due to displeasure from their Goddess, this one's wings have been redefined from those normally found, to ones that look almost draconic in size, shape and appearance

Mechanics - Because of the change in structure of the wings from feathers to scales, the following spells are no longer useable by the bearer of this item - Feathered Bow, The Visionary, Wing Scry and any spell that requires Feathered Wings to be used.

Aufero Aquila Pennae (1 Slot - OOB)
Description - This ability allows the wings of the bearer of this item to fade in and out of existence at their whim.

Mechanics - Takes one round to fade the wings in or out of existance. Whilst the wings are faded out, then they aren't usable and any abilities that require the use of wings can not be used.


History:
As the name of it dictates, this item of power is bestowed unto those Magi whom have annoyed, aggravated, or displeased Morpheous in a significant way. She has used this on rare occasion to "label" one of Her Magi a rebellious sort. This happens on average once in every two "generations" of Magi, but rarely are the "stained wings of sorrow" upon the Magi for longer than a few years. Most Magi "shamed" in this fashion change their ways enough for their wings to be restored to the natural beauty that most of their kind appreciate most. There have been exceptionally rare occasions where the wings have not been restored before the death of the individual - most of them dying in combat to save other members of their race. Their deeds would have been honoured suitably, and no mention of their draconic wings would be mentioned in their epitaths.

How would someone end up "earning" such an amulet to begin with? Simply put, do something that Morpheous has deemed unworthy of Her "chosen people." Not as severe as having the wings cut off and healed, or Morpheous Herself removing the Magi's essence from the body. The Goddess has found this method best for individuals whom have shown themselves to be far too "off the chosen path" to simply be nudged back on. However, not all those whom wear such an item were given it by Morpheous. If members of a particular counsel of Magi deem an individual "unfit" within their sphere of influence, the Sigil can also be placed on them. Therefore there are two main ways a Magi may use their feathered brilliance without losing everything about them that makes them a Magi.

In the case of Prydain Mozenwrathe, Morpheous had heard about his "antics" while relearning to become a Magi. Something within Her stirred, and She decided that he would be... "different." It was then She remembered She had purposely allowed the mortal to remember aspects of his original past. She had chosen Prydain from the start to not be satisfied with his new life. His inner conflict and his outer form would be perfect for what She had desired. In Prydain, She would create a living tool; a weapon of sorts that was unlike Her many beloved legions. Of course, She would allow him believe the spells had failed, when in fact Morpheous had used different enchantments upon him.

Prydain had been given the Sigil of Displeasure from the moment his wings were placed upon his body and soul. For when Morpheous first found the boy, she was struck by his fantastic ability to dream - to dream of things both wonderful and vengeful. In Her eternal wisdom, She believed that Prydain could still be forged in a way much like those of most of Her blessed congratation, but She was incorrect... which did not dissuade Her any from Her path for him. Even now, Morpheous makes sure this dragon-winged denizen of Nanthalion does Her Divine Bidding - which amuses Her greatly whenever he tries (and fails miserably) to deny Her Whim.

The Star Carver Diamond

Owned By: Morrigan_Steel

Type of Item: Device

Equipment Slots Used: 0

Description:
The Star Carver Diamond is roughly 5-6 inches long and appears to be of the hardest, finest stone as yet seen in the known realm of Belariath. So pure its blue white color as to be dazzling to the eye and inspiring all who see it to want of it; yet the Diamond itself will repel any who is not its master/mistress if they attempt to touch it. The Star Carver item is generally activated through the mental bond that the owner has forged with it, its abilities released with mental thoughts. Its use though is very tiring and extracts a certain price in its usage from the caster.

Powers:
Maedel’s Wind and Tears: (1 Slot OOB)

The crystal is marked by its ability to aid its Master/Mistress in the creation of new stones. To do so however, requires a great degree of mental focus and a good portion of the Craftsman’s energy that is funneled through the crystal and into the stone itself. The first step is to cast any impurities from the stone and to find the pattern hidden within. The crystal, rising upon command, will float and create a circle around the stone to be worked upon. Then, held in place, the Star Carver begins to swirl and move about the stone as though it is being ground against a mud saw. The air grows hot, wet; creating a steam that rises as particles of diamond dust polishes the stone. This mist or dust scours the stone and any impurities found within. Not usable in Battle.


Mind’s True Sight: (1 Slot OOB)

The Craftsman, transferring a bit of their own energy into the stone, can divine from the illumination the ‘pattern’ hidden within stone, to which the user may then use to begin freeing the image. They do this through the crystal itself, which can elongate into a jeweler’s tool that can cut both thick and thin lines, using a heat produced from the crystal’s center, aided by the illuminating lines of Mind’s True Sight. Their mind is focused, their vision sharpened, aided by the touch of the crystal as to where they must cut or carve to reveal the pattern set within. This requires a cost of five stamina per hour that is required in the shaping process. This can not be used on any owned piece of stone or material without gaining OOC consent before hand. Not usable in Battle.

Blindness: (1 Slot OOB)
Every time that an item is created, the Crafter will experience temporary blindness, depending upon the size of the project and the brilliance of the vision from Mind's Eye. {Nothing can be carved without using this ability, as one must be able to magically see to cut}. For an object the size of say a crystal goblet it could last an hour up, to a crystal sword it could last a full day. The amount of time poured into the crafting of an item, equates to the amount of time that crafting period the user suffers without normal eyesight. This happens during the crafting process, and for whatever reason, should the crafter finish or be forced to stop (such as initiated combat) the effect is lifted.

History:
The birth of Star Carver came about from the death and destruction of the once mighty Torian sky-borne kingdom of Toria created by the torian deities of Sazera and Maedel. The kingdom was crafted with perfection from the best of the earth in gems and materials all tempered in fire by Sazera and quenched from his deity/mate with her powers over water and cooled with her command of winds. Torians lived in this idyllic city until pride overtook them, warring against their creators and each other, desecrating even the inner sanctum of the Toria Castle.

In this war known as the Fallen War, much of the city and castle were torn asunder by the two sides and the wrath of their deities they had brought upon themselves. Bits of fine stone and shards of crystals were strewn through the sky-kingdom and according to legend, some fell to earth in great showers.
Its believed Star Carver was once part of one the marvelous gems from the inner sanctum of Toria Castle, witness to the civil war among the torians. The crystal blasted asunder into shards by the fiery anger of Sazera, tempered by Sazera's wrath it lay smoking, silent witness to the destruction. Great rains and winds swept over the torn kingdom as Maedel's wrath joined her mate's. The mighty rains, some say her tears, quenched the shard before it was blown from the kingdom to fall to the lands below.

It lay many years before being discovered, and many more passed before its power was realized and harnessed and handed down from one fine craftsman to another. It was a shard gifted with creation of beauty and an aversion to war and would repel any who sought to use it for anything but creating beauty.

The Stone of Warding

Owned By: Krom

Type of Item: Device

Equipment Slots Used: 0

Description:
Class Required: Warlord
Description: Stone

Powers:
Energy Drain (2 Slots Combat)
Magical creatures, mages and spell-casters within the owner's Castle that houses the stone will feel an indefinable loss, making some feel vaguely uncomfortable. It almost seems to press upon the mind, a feeling of weakness that will only assail those of a magical persuasion; paranoia and discomfort following them like a heavy aura. Though what this loss entails will only become apparent when they try to cast any kind of spell, be it combat related, out of battle, or even healing spells. They will find great strain to gather the magical power necessary to cast. This area will be depleted of excess magical energy. Only those who are utterly mundane will feel completely at ease, such as humans, or non-magical classes and races.

Mechanics:
Anyone who comes within the Castle that houses this stone will only be able to cast spells at 2X the stamina cost. Note: Only spell casting is affected within this sphere of energy drain. Enchantments that are imbued with the powers do not rely on external factors to draw magic from, hence they are still valid. This also includes relics and other items of power that are permanently enchanted with magical abilities.

Stationary (1 Slot OOB)
The dark stone of null magica is of extreme weight and burden that it cannot be moved. Those who would try to even touch the very stone would feel their muscles weakened to the point of collapsing in extreme fatigue. Being that magic is void in the sphere, not even magic can move this item.

Mechanics: It can be moved with ropes and manipulation of leverage but would require an army of men to move it and require Admin approval. Basically speaking, it will reside in the basement of Minor Castle called Stromgald. Any attempts to chip off portions of the stone for any reason will cause a 10% chance of temporary fluctuation of the stone’s powers in reaction. A roll of !r 1d100 and a result of 90 or greater will cause it to fluctuate for a 48 hour period, where any recent cast magics will become undone. For example, healing reverts to wounds, attack magics become ineffective, etc. , within this Castle radius. Any chips of the stone will ‘die’, and will become nothing more than an ordinary stone.

History:
The old man sat with staff in hand with long, gray hair that whipped in the air like free moving clouds gathered around a group of women and children. A story teller one would imagine him to be, making what coin he could to keep food in his stomach and what clothing he wore to his back. Standing by him, one would listen to the tale unfold… The old man spoke of the Dwarven society under the mountain of Kolora. They were peaceful workers for the most part, making and selling or trading goods of metal to neighboring kingdoms to support their population. All worked well, save for the occasional raid of bandits that were always battled off by the ferocity of the dwarven people. But that of course, would only last so long until the bandits grew wiser. It was late one summery day when it was felt. A heated blast unknown to the dwarven as it was neither from the forges nor that from the common fires that gave light to their people. It was a constant irritation and the very rocks would seem like they themselves would start to melt as the temperatures but continued to rise within the mountain. The constant discomfort, the irritation of the dwarves left but little choice but to seek out the cause of it, and that is where it would be found. The dwarven had found an army of pyromancers to the very entrance of their passage letting loose constant jets of fire. Fueled by their environment of magically inclined air, they continued the assault. There was no hope for the dwarven to get out to even battle, as the flames would engulf them. They were at a loss, or so they believed as they assembled council and devised the plan to end the constant irritation. That is where the Stone of Warding was birthed once more. Buried to the rocks where air could not wash upon it, the Stone of Warding was unearthed and revealed once more. It’s magical properties made for it to be lightweight, at least for the time being and easily moved. But as time progressed, the stone grew heavier, absorbing that of magica from the very air and it’s weight increased while the stone remained the same size. The enveloping of the magica drawn from the very air, started to tax the pyromancers to the point of inability to continue their assault. Many started to grow crazy, battling themselves or raping their own. They no longer wished the gems and treasures of the dwarven, but were lost from their reasoning and eventually dispersed. But it was not without toll upon the dwarven as the Stone was unearthed. The magics of the elders had ceased as well as their ability to farm the precious mithril magical metals... having the power to once imbue the lilac ore into something of great substantial strength. Kingdoms favored the mithril more than that of iron and steel… commerce between the Dwarven and others ceased as none wished their products anymore. The stone was unable to be moved and stood to the center of their civilization under the mountain. There was but one thing for the dwarven now, move away from the stone so that they could resume their way of life. And now, the stone was left for the claiming to someone who had the capability of moving it.

The Succour of Friends

Owned By: Amethine Tawariell

Type of Item: Device

Equipment Slots Used: 0

Description:
Small, dark piece of petrified oak that#039;s been shaped into a long, thin octahedron with a thin green vine entwined around it, on one face is etched a tiny butterfly and great hammer and the whole thing is cured to prevent any scratches or surface damage. Fashioned into a simple, understated necklace made of silver.

Powers:
Linking the Bodies (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but once they have prepared the dead body for the resurrection they can then infuse both themselves and the dead body with a link, enabling them to continue the resurrection using their own body and soul as the anchor to which they will bind all else in order to make the ritual a success.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the resurrector#039;s full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim#039;s life to them before they can fully become alive once more.

History:
It had always been a focus and dream of the young Catgirl to learn how to perform the strongest of Healing acts, restoring a life previously lost. Amethine had already studied and learned all she could on the matter, going out of her way to assist in as many resurrections as she could and learned with a keen interest all she could about the magics involved. When the time at last came for Amethine to be recognized as an official Resurrector, the tiny Healer knew she couldn#039;t have some run-of-the-mill piece of jewellery or gemstone, it had to be personal to her. If she was going to going to pour some of her own life through this object, it had to resonate strongly with her and with that thought, she had it. A small piece of petrified oak from the basement of the Healing House, the place she helped bring back into the limelight of the Empire and where she grew as a Healer; it was an easy enough process to whittle it down into a long, thing octahedron shape before entwining a thin green vine around the whole thing. The little plant had a dual purpose to Amethine, a plant to tie into her Alchemical side, but also a plant from the very heart of the Wildgrowth Plague where Amethine#039;s magical and mundane Healing skills were put to their strongest test to date.

Fashioned into a small, understated silver necklace, the small piece of petrified wood was a perfect symbol for Healing, but to truly make it her own, Amethine had one last embellishment to add to it. On one of the faces, a small butterfly beside a little great hammer is etched into the smooth surface, a small mark from her friends to remind Amethine of how far she came as a Healer.

The Word of One

Owned By: Tehya

Type of Item: Device

Equipment Slots Used: 0

Description:
A quill, made from the pinion feather of an ancient gryphon, mottled and striped in dark browns and cream

Powers:
Whenever touched to a writing surface by a Bard the quill will unfailingly write with a smooth flow of ink. The colour of the ink can be decided by the writer, permitting the easier creation of illuminated manuscripts.

History:
Plucked from a gryphon many centuries ago by the Bard Terphilus it was enchanted by a Dragon to allow him to continue writing his journal when his supplies of ink ran out.

Tomb Guard

Owned By: Carthad Droman

Type of Item: Device

Equipment Slots Used: 0

Description:
A vambrace of black metal, engraved with almost liquid mithril bidden runes.

Powers:
Flesh Crafting (1 Slot OOB):
While wearing the Tomb Guard, a necromancer can bring life to small and wholly unnatural monstrosities that he has put together. It would be possible to reanimate say a spider or bat, or to say attach spider legs to a humanoid eyeball. The necromancer can derive some sense feedback from these creations, making them ideal of reconnaissance and spying (OOC consent required for spying of course)

Death Gorge (1 Slot OOB):
Healing is always an issue with necromancer’s and while they have the ability to drain life from others, in a situation where there’s only ones allies, one can’t feast on their energy. With this ability, the Tomb Guard allows the necromancer to suck up the fading life energy from a recently deceased corpse. (Most useful in a quest scenario, the player can use the tomb guard over a recently dead body of any sort of creature and heal himself for 1d5 points of life. It can only be used once per corpse, one corpse at a time.)

Reanimator’s Taint (1 Slot OOB:
When a necromancer blends his craft with divine power in order to perform a resurrection, he forces life into every pore of the being, and snags the soul to force back into its container. This task opens a corridor for manipulation that the Tomb Guard capitalizes on, allowing the necromancer to change the mind of his victim/beneficiary. With OOC consent, the wielder of this item can affect up to 24 hours worth of memory (per resurrection), rounded up to the nearest hour per memory. This leaves a sense of uneasiness, or flashbacks, some sense of something being wrong, though if pursued is entirely up to the player.

History:
Only two races really claim to have founded the school of necromancy as a branch of magic, and the argument isn’t engaged in much openly, as necromancers tend to stick to themselves, and the two races involved don’t have the best relations to begin with. Humans believe they created the craft as a venue to cheat death, to extend their mortal lives so that could achieve immortality. The vast amount of lich necromancers stand as a testament to that fact. Moriels claim founding of it due to their racial inclination, perhaps obsession, with death, morbidity, suffering, and cruelty. One need only witness a handful of necromancy’s attack spells, and the unneeded pain they inflict to put some faith in such a claim. While both claims are well known, what isn’t as well known is an ancient sisterhood of elite moriel priestesses. These priestesses paid homage to Kirva, but their true focus and worship was focused on the blending of the veneration of the moriel goddesses Shevar and Sireya, who patronized magic and death respectively. This ancient cult discovered many of the secrets of necromancy, honing their art in true moriel fashion to use the skill for manipulation, espionage, and to make use of what others may cast aside. It was they who created the Tomb Guard, a vambrace sculpted from the bone of a black dragon, with the leather insides formed by tanning the hide of a powerful human lich. They used it as a potent weapon for political influence within their Cave City, growing so powerful that multiple Matrons and the High Priestess of Kirva feared their growing strength and the knowledge they seemed to procure from thin air. Issuing a House Wide call to arms for a surface raid for slaves, they sent the elite sisters, who could not refuse or face dishonor, on a suicide mission. It is unknown if it was moriel or surface warriors who actually killed the sisters, but the affair still reeked of harsh betrayal and cold politics. On this mission, the Tomb Guard was lost, though destroyed by the cretins who couldn’t fathom its power, and thinking it a worthless bone circlet. It seems Shevar, Sireya, and Kirva had other plans for the Item though, as it currently rests deep and hidden within the Cave of Dwindling Light, waiting to call out to one who might make use of its power once again.

Touch of Fire

Owned By: L`aquera

Type of Item: Device

Equipment Slots Used: 0

Description:
Hairpin

Powers:
Flame Kissed (1 Slot OOB):
This effect allows the wearer of the hair pin, to literally transform their hair into fire. While it does not burn their items, nor cause them pain, nor do damage to things they rest their head against, the effect of the fire can be colored as well. Meaning Black Flames, Blue Flames, Red Flames. Coils of fire that dance enchanting, or can be arranged as one would prefer their hair. No heat comes from it in this state, it is merely the beautiful dance of fire.

Look but don't touch (2 Slots Combat):
Those same flame enchanted tresses, should someone be daft enough to grab them, the ability to cause damage, to make fire burn is the wearers choice. Should someone reach out and snatch the coils of flamed hair, they take one point of damage, per round until they release. A painful thing, the magical burn that issues itself to hand. Note: This effect is only for those insane enough to reach out and coil their fingers within the fire. The one point of damage is for every round until they remove their hands from the flames themselves.

History:
To come

Tsoss D' Dro the Kiss of Life

Owned By: Turistima

Type of Item: Device

Equipment Slots Used: 0

Description:
A mithril ring with celtic knotwork encircling the emerald cut ametrine stone that taps into the spiritual and healing energies. Tssos D' Dro is engraved on the inside of the band.

Powers:
Linking the Bodies (1 Slot - OOB)

Before any resurrection can be done, there are certain things that need to be dealt with and sorted, to allow for the proper gift of life to infuse with the form requiring it. The first step is to prepare both the deceased and the one performing the ritual in readiness for what is to come. The exact steps that are taken depends upon the person involved in the ritual, but once they have prepared the dead body for the resurrection they can then infuse both themselves and the dead body with a link, enabling them to continue the resurrection using their own body and soul as the anchor to which they will bind all else in order to make the ritual a success.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

Calling The Spirit (1 Slot - OOB)

The second part in the resurrection of anyone no matter what race or religion they come from, is to summon their spirit from the realm of death back to where their body lies. This is done in a variety of forms depending on the religion and even the nature of the person doing the summoning, but it all ends the same way, with the spirit of the one to be rezzed left tethered back to their body waiting for life to be poured into it and therefore dragging them back to life. The tether only lasts for 24 hours and if a resurrection attempt is not made within this time frame, then the spirit must be called once again to the body.

Mechs - This ability costs three quarters of the resurrector’s full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Gift Of Life (1 Slot - OOB)

The last part in the resurrection of someone, is the gifting of life into their form to bring their spirit and their mortal shell back into one being. Once their spirit is tethered to their body, then the one performing the ritual can start to pour life energy back into their dead shell, to start the process of joining physical and spiritual forms into one being again and bring them back to the realm of life.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim's life to them before they can fully become alive once more.

History:
Not long after Turistima had taken her position as one among many at the Healer House, she received a message on the wind from her dear friend and mentor, Naidra that she was to come to the Healer House immediately. The elf rode swiftly from her home and met her mentor in the office she'd recently spent many nights after healings. The kitten then handed her a small package. Inside was an intricately carved box containing a mithril ring that had the same knotwork design upon it as the box and an ametrine stone set in it. Tucked inside the box was a folded piece of parchment. When she opened it, she saw a brief note in a neat hand that informed the elf that she had proven she had the skills required to preform a healer's resurrection and that this ring was a gift from the Empire. It also explained that the ring had been enchanted to hold the spells required to preform the healer's resurrection. She smiled as she pulled the ring from the box and slid it onto her slender finger, thankful for the gift and ready to put it to use in service of the Empire.

Ulvecra's Call

Owned By: Sorgram

Type of Item: Device

Equipment Slots Used: 0

Description:
Item’s Base: Hammer (decorative, no attack modifier)
A relic of lost ages. A warm glow seeming to suffuse the item even when it is at rest, as if Ulvecra’s fire burned within it, keeping the metal ever warm even on the chilliest of days. Gleaming mithril impervious to chipping or smudges, detailed in a flowing Masterwork of etchings based upon the God that it represented, the gleaming fires detailed along the head of it seeming to almost burst to life despite the warm steel that it was made of.

Powers:
The Call for Strength (1 Slot - OOB)

Once the body has been readied for the heat of Ulvecra’s attentions, the bearer of Ulvecra’s hammer is free to call upon the attention of his God; bringing the eyes of the very mountains onto the tableau of death. With this spell the bearer of Ulvecra’s Call can raise their plea to the ear of the God, and request the power to claim from death what should be in life.

Mechs - Costing 1 stamina, and only to be used after both patient and resurrector have been cleansed and prepared for the ordeal that is to follow. This ability is the first thing that has to be utilized in order for a resurrection to begin and be successful.

The Summoning (1 Slot - OOB)

Once the Call for Strength has been performed the wielder of the Hammer will find themselves empowered with the touch of their god. Able to channel it in the search for the very essence of the creature laying upon their alter. With the undeniable power and fortitude of the very mountains,they are able to tether lost soul back to it's body again, summoning them back towards the world once more.

Mechs - This ability costs three quarters of the resurrector’s full stamina and takes 1 round to cast the spirit can return at the beginning of the next round. If the casting is interrupted it will be unsuccessful and must be cast again. (i.e. the resurrector has 40 STA, it would cost 30 STA to cast). The ability will leave the spirit of the one to be rezzed tethered to their body for the next 24 hours, and it is within this time that a resurrection attempt must be made, or their spirit must be called again.

The Anvil (1 Slot - OOB)

Once the Summoning has been successfully completed, the wielder must weld the recently tethered soul back into the broken shell of its body. Much like Ulvecra himself can mold and shape the very lava that flows to the earth, one must fit the soul back into its mortal shell, binding them as one and forcing the draw of that first breath as hammer meets chest.

Mechs - This ability costs the resurrector 1 stamina for every one life point they wish to return to the target being resurrected. For the resurrection to be successful they have to return at least one quarter of the victim's life to them before they can fully become alive once more.

History:
pending

Vanity of Irristae

Owned By: Sutara

Type of Item: Device

Equipment Slots Used: 0

Description:
Frozen in time, this topaz of clear and perfect clarity shines like a faceted mirror, roughly the size of an infant’s fist, it’s locked forever in the winding gold and mithril scales of a serpent winding in and out of crackling storm clouds, suspended from a thick chain that lets the cold surface of amulet nestle against bare skin.

Powers:
Vanities Aura (1 Slot):

Irristae was fond at leveraging her Goddess-given charms to win over allies; yet she understood the necessities of subtle tactic and careful consideration. This ability, when the owner is within distance to whisper or touch, will amplify their own aura of sexual attraction. Not unlike the potion Seductress Aura, it can create arousal by a subtle whisper, a touch, if at the very least to amplify the appeal of the owner through that close proximity.

Mechanics: The user must be within distance to whisper or touch, requires OOC consent. If by touch, it can create a stirring of arousel within the victim, from subtle to raging, depending on the length of time contact is kept. If whispered or spoken, it will seem as if the user's appeal has doubled; often aiding in soothing a beset ally or enemy to talk them out of an aggressive action. When both touch and voice is used, the victim may be lulled into a sense of attraction (be it sexual or otherwise) to the user, all the while a flush of arousal may work itself through their body. If there is any sign of aggression or attack, the effect instantly fades. Not usable in Battle.

Vanities Armor (1 Slot):

Vanity can be a very subtle vice, especially for the original bearer of this construct; due to this, the amulet draws the ability to morph any armor that the caster wears into a more suitable fabric or design. It is always based on the desire of the caster; such as gauntlets becoming gloves or bracelets, or chain becoming a over tunic or corset. The effect is always for Out of Battle, and the armor always changes to something relative to size. IE a full mithril body plate can not become the size of a small earring.

Vanities Persuasion (1 Slot):

Most well knew Irristae as a creature of vast influence; both political and personal, she insured her reach could ensnare even the greatest of enemy or friend. In this, her lover imbued the amulet with an effect that would amplify her natural talent of persuasion, making her voice while under the spell seem to make the listener completely enthralled, almost unable to tear themselves away from the caster. In business, this kept most partners from dividing their attention between her and other matters, and in other relationships, kept her paramours unaware of what wicked things she planned right up to the point.

Mechanics:

Like the spell "Serpent"; when the caster uses this effect, they make their voice the center of the victim's attention, unable to pull their move away while the caster continues to speak. The caster must be close enough to touch or speak closely with, and requires OOC consent or a resistance check of !clomagatk vs. !clomagdef. Any attack on the victim or caster instantly breaks this spell. Otherwise, the caster is free to touch, move around and even disrobe her victim; the victim can verbally object to the action, but the actual will to resist becomes weakened or destroyed during the spell's duration. This can be used Out of Battle, or prior to initialized Combat, but not during Combat.

History:
Irristae was an ambitious wench, climbing the ladder of both political and magical venues, so much that she was not above using many of her Goddess given attributes as an ends to a means. Not to say she was as easy as a common tramp, for often times it could be seen how her sword could cut as well as her tongue, winning at both an argument of words and muscle until she had gained a foot hold in the power she was hungry for – always gaining and renewing relationships that would be best used to her advantage, while making sure she appeared as invulnerable and majestic to those enemies whom watched her from below.

The origin of the amulet was said to have come from Irristae’s original mentor, lover, and the one person who could see through the veneer of calculations and narrowed eyes. It took years of trying to capture the true persona and talent of the self driven woman, capturing that taint of sin that flowed around her, her vanity, her strength and subtle talent for influence. It all cumulated into the conjuration of that single perfect gemstone, it’s surface polished until it gleamed like mirrors, the inside crackling with some faint ever present energy that could draw from the bearer herself. Set within the body of the sky serpent, Irristae’s sigil, the combination of all things her, something perfect in her estimation.

When Irristae worked her magic, they say a whole room would become still, captivated as she spoke and commanded, seducing and forcing allegiance all at once until no one could deny the influence she held within House. It would eventually lead to her capture of the Matron title, satisfaction gleaming in eyes and the curve of lips, strengthening her tenacious hold bit by bit, until it lengthened into generations of devoted service from those who had been carefully cultivated beneath her. Upon her death, the amulet was to be bequeathed to one of the daughter’s of the House, but due to the ferocity of the in-House fighting, the amulet was stolen, smuggled from the Nether Gloom and hidden among the surface dwellers, almost waiting now, for the day a person of Irristrae’s influence and ambition would find it, and continue with her legacy

Va’sir’s Mandolin

Owned By: Unowned

Type of Item: Device

Equipment Slots Used: 0

Description:
The mandolin has a panel of lacquered satin wood, with a light face and darker outer rim, sides and back, the finger board a deep rosewood. The strings are made of mithril, and the tuning knobs of ivory.

Powers:
Performer’s Applause (1 Slot OOB);

The applause and reaction of a Bard’s audience can often times be a boon or curse to the performer’s career. The Performer's applause, is designed to give the Bard a morale boost, as well as a distraction when confronted with a less than convinced audience. When used, this effect will release a cacophony of laughter, boo’s, or roaring cheer’s as a sound effect. The sound effect can be used at the end of a performance, whether it be the bard’s own or another’s, or during confrontation to distract an opponent to make an escape by playing a very distinct trio of chords. The effect has no stamina cost to activate but can not be used in Combat.

Spectral Scenery (1 Slot OOB);

It is important to know that you have all the elements to make a truly awe inspiring performance. This includes costumes, instruments, actors and a setting that suites the theme of your performance. Spectral Scenery is used in this regard, when the performer is playing the instrument, soft floating scenery will appear around the performers. The appearance is much like painted silk, and can reach up to a radius of 2x the Owner’s level in square feet. It is obviously an illusion by the way it can almost be to a degree transparent, but allows the performer to paint a scene to match music or scene. The owner must continue to play his instrument to maintain the image, once the performance is done, the image called forth will dissipate.

Player’s Choice (1 Slot OOB);

This morph effect will change the instrument into any stringed instrument of relative size and weight, such as changing from a mandolin into a violin, or a violin into a lyre. This allows variety in sound and music played by the performer them self, but can not be used to change the instrument into something that is smaller, larger or of a different family of instruments.

History:
The Mandolin itself was crafted by the beloved companion of the famous Entertainer Va’sir, who traveled the known world to share his love for acting, songs and performance. His skills extended beyond the normal skill of any one of his fellow musicians and entertainers, with the ability to play a wide variety of instruments and song. His companion, an elf with extraordinary magical talents herself, was devoted to traveling the world at his side, to assist him with his performances and to be there when it went well or not so well. Though Va`sir was human, and suffered a human’s short life span, his companion had early on started to devise a way of keeping his spirit on. This started with the crafting of the mandolin, which Va`sir used in almost every performance. When he died, his companion used her magic to pull his spirit into the very wood and strings, shaping it so that Va`sir would be able to continue his craft in the hands of another chosen bard who could share his love for the performing arts.

Vellupala Ssiggrins {Married Thoughts}

Owned By: Lei`Saran

Type of Item: Device

Equipment Slots Used: 0

Description:
A pair of earrings shaped into the form of a small spider made from some dark metal, not meant to be worn by one but by two.

Powers:
Two As One
These earrings when worn buy two people who share a close bond bring them even closer allowing them to speak through thought to one another. No matter the distance they are able to communicate as long as both are wearing their earring and neither are unconscious or sleeping.

Mechanics: Each individual has to have one of the earrings clearly worn on their body. There is nothing that shows the ring itself to be magical. (There is no magical "glow" or "aura" around either one of the earrings.) The characters may "speak" to each other directly into the mind. The characters are not able to "hear" anything outside of what they are being told by the other person wearing the other earring. This ability is able to be used in combat. This ability does not allow for spells to be cast between the two people wearing the earrings.

History:
The rings were created centuries ago, by Keltor (the only male god in Kirva's Phaethon), in an attempt to curry favor from Kirva. Meant for Her to bestow upon a worth Matron and High Priestess of Kirva, to give them the edge in keeping the power they had gained within a Larger House. Kirva, being the Bitch Goddess that she is, could not do something as simple as 'kind' as such.

Instead she chose to show her spite for Keltor by gifting the rings to a lowly fighter, that had unwisely lost his heart to a mage, of equal low status. Appearing before the two, she presented them with the gift, telling them of the earrings power. Even this came with strings from the Bitch, their acceptance of such a tool, would be their acceptance to begin to plot a take over within the same House that Her hand had blessed.

It is unknown if they succeeded, or failed. All that is known is that the earrings have shown up throughout Moriel history, always finding their way to a Moriel pair, who have done the unusual and formed a bond not based on blood alone.

Wand of Chaos

Owned By: Clowe

Type of Item: Device

Equipment Slots Used: 0

Description:
Wand

Powers:
Chaotic dance of the soul (1 Slot OOB):
A touch of the wand , and warm light speeds over the person it is used upon. At this time, the person is effected with rapid mood swings, It changes randomly any emotion different than the victim was feeling. For example, love becomes hate, angst, pity to not caring.

Mech: OOC consent only, the wand gives the person who it taps upon, nearly the widest range of emotions possible. Good only for the duration of the scene, it allows Chaos to enter the victims soul, causing them to make rash choices, lose concentration. Not to be used in combat, it is the product of a depraved mind.

Chaotic Discord (2 Slots Combat): Chaos from the wand given life in light. The blinding of it, the flash of pure discord ran through the victim, causing them to fumble upon their attack, lusted with chaos itself.

Mechs: Like the Priest Spell Malediction, Chaotic Discord can only be used once during a combat scene. Cast as a !clomagatk vs. clomagdef, if the wands owner wins, the next attack from their opponent must be rolled twice, the lesser of the two rolls being the one the owner of the wand defends against.

History:
They were nearly defeated, abandoning the nearby caverns. Pushed back to the home cavern, where they had migrated to 300 years ago. A splinter group, interested the knowledge of magic of the earth and fire more than the making of weapons. Powerful mages, confident in their abilities. But when the goblins attacked, the dwarves were woefully unprepared. "They're making another attack!" screamed Kakwekry. He was young, only 40, and prone to excitement. At the beginning of the war, he was the most belligerent, feeling very confident that the dwarves would have an easy time against the cowardly goblins. Maybe that would have been true, Dolgungollok thought. If there had been more dwarves and less goblins. But this new goblin war chief had gathered a number of goblin tribes together. And as it was ... he sighed and moved to the back of the cavern. "How does the weapon go? Is it almost done? Kakwekry says the goblins are mounting yet another attack and I fear one that we can not withstand." "No," Aselrikaraz said. "We need more time to complete it. At least a day, maybe two." His voice trailed off in disgust and weariness as he pounded his hammer on the mithil rod, working in the magic for another detail as Segegrimrag whispered the spell for his part. Segegrimrag stopped and went silent. A worried but defiant look upon his face. "What are you doing!!" Aselrikaraz yelled nearly as loudly as Kakwekry had done. "That spell wasn't complete, and now we will have to pound out the metal and re-do this part. You've cost us hours of work!!" Segegrimrag tremble at the master mage but stood his ground. "You heard what Dolgungollok said. We don't have days, not even hours. We have to do it now!!" Aselrikaraz retorted back "It's a stupid idea by a stupid apprentice. It won't work." Dolgungollok didn't have time for this. "Will the weapon help us or not? That's all I care about!" Either the weapon would work or not. "Yes.", Segegrimrag acclaimed. "No!" Aselrikaraz responded just as forcefully, but the opposite. "It needs more work." Dolgungollok glowered at the both of them. Then he looked at the wand again. It seemed to be pulsing, a glow being given off. Perhaps it was just the fires of the forge flickering on it. But he didn't have time to admire it either. He grabbed at it, picking it up into his hand. Now the mages continued on in their opposing roles. "No! Stop!" Aselrikaraz cried out. "The magic is unstable. Unpredictable." "Yes, exactly!", said Segegrimrag confidently. "And when we give it to the goblins, that unpredictability is sure to ..." Segegrimrag's voice drained off at the look of Dolgungollok. As he held the wand in his hand, Dolgungollok could feel its power surging in him. It was still burning hot from the forge's fires yet its magic increase his natural ability to resist the heat. Not only that, but he felt his tiredness melting away like snow when the lava flowed. He liked this wand. Very much did he like it. So when Segegrimrag said something about giving it to the goblins, his face tighten up and his eyes glared at the younger mage. "It's MY wand. And I will do with it as I please." Segegrimrag tried to regain his confidence. As he had hoped the wand was causing trouble already. Perhaps too soon. "Aselrikaraz? Help?" Aselrikaraz was also watching Dolgungollok, noting his reaction. The wand shouldn't have affected a dwarf this hard. But maybe, just maybe, it was more powerful than they had hoped for. Perhaps the desperation that had settled in this past week had also helped, in some strange way. Hearing Segegrimrag's plea, he reacted. Speaking with a voice of power, he said, "Dolgungollok, put the wand down." Dolgungollok, hearing the words of power, had no choice and put the wand down. The feeling of power vanished, but was replaced by a feeling of relief as well. He looked at the wand then at Segegrimrag and Aselrikaraz. "Give that to the goblins, you say." His mind started thinking about the possibilities of what might occur. And remembered what had occurred to him. "Will this effect work on the goblins?" Segegrimrag nodding, bobbing his head up and down. "Even more so than what happened to you. It is more tolerant of dwarves." Dolgungollok gained a smile. The first one in weeks. Aselrikaraz sighed, finally giving in to accepting this insane strategy, slumping his shoulders in resignation. * * * It was agreed that Toralakbrin should be the one to carry the wand. Generous to a fault, the old dwarvian priest also like everyone, and in a very un-dwarvian attitude, coveted nothing. Still, Dolgungollok thought, having Aselrikaraz along was a good idea. Just in case. The goblins had agreed to a temporary truce. To accept ransom for allowing the dwarves to leave the cavern unharmed. Dolgungollok could see their warriors in the background tittering with excitement. He knew that the goblins would not keep their word. If this didn't work, the dwarven clan could be goblin dinner tonight. Tomorrow night, at the latest. He walked up the goblin war chief, and make his respects. The dwarven gold and jewels laid in heaps around the goblin. Then he signaled Toralakbrin forward. The goblin war chief did the same for his lead mage. It would not do to touch a foreign magical device until it was proclaim safe to do so. The war chief not only was strong, but he was smarter than the rest of his warriors as well. The goblin chief had shown how powerful he was. Getting the rewards for taking these weaklings of little males. Now, he would gain more power if the mage was correct about this rod like thing. This wand as it was called. "You have one hour to leave and never bother the righteous race of goblins again." "The agreement was for fours hours, my lord," Dolgungollok corrected, hating to have to even speak with the disgusting piece of offal, and yet having to hide that disgust. The war chief started to howl, but the riches around him, and that pretty wand distracted him. Besides, 'lord'? The dwarven knew nobility when he saw it in a master race of goblins. "Two hours. Now go!" After the capture of the dwarves as they left the caverns, two hours would be just about right to have them cooked in time for dinner. The goblin war chief smiled again knowing he had just shown himself how clever he was. He looked over at the mage with the dwarven wand. The mage had a crafty look upon his face, yet he wasn't in any pain. "Give me my rod.", the war chief demanded. * * * "Dolgungollok wants to know if there's been any change." Segegrimrag asked the watching Kakwekry. The young dwarven warrior nodded. "Yes. It looks like they are breaking up into 4 or 5 groups, but even those are still fighting amoung themselves. One of which has already left with the wand. If we are quick, we could go through the passes, and catch up with them!" Segegrimrag reminded him, "But we do not *want* the wand. It has brought more chaos to them than it ever could help us." Kakwekry agreed reluctantly. After all, during the last 3 days, the dwarves had watched in horrible yet tremendous fascination as the goblins tore themselves apart. The lead goblin mage had refused to give up the wand, even when ordered to. And when the mage killed the war chief with magic, the soldiers and mages had responded with a fury. Yet the first mage actually had lasted the longest of the holder of the wand. The following holders had not been as powerful to begin with, so even with the extra power of the wand, it hadn't helped them much. Now the goblins had broken up into their more traditional tribal groups, and the larger group had taken off with the wand. Most likely, it would not be the largest group for long. Segegrimrag punched Kakwekry lightly on the shoulder. "I'm sure that there will still be a few goblins left to kill. It should be easy to find them. The gold and jewels will be scattered like the fable yellow brick road of gold." Kakwekry nodded and his eyes got bigger. Segegrimrag wondered if it was for the riches or the killing of goblins. Probably a bit of both. * * * * * The wand passed down thru the ages. Usually it stayed with the goblins, but other races like the trolls and dark elves had it as well. Though eventually the stories told about the wand, cause it to be shunned by the more intelligent beings. Which is why it mostly stayed with the goblins. Strangely the dwarves would take the wand every so often. But that was just to move it to places where it would do the most good. Good for the dwarves that is. Bad for the place that got it. As time went on, the wand's power ebbed. It was now a shadow of its original self. Still it was plenty to cause problems for the holder of the wand and the places he went to. It was currently with the goblins at the goblin marshes outside of Nanthalion. The goblins there had once been a powerful tribe, and the town had been wiped out completely on past occasions. But as the wand took its toll upon the goblins, the town was able to be re-built and even ignore their enemy to the nearby south. For the most part. Of course, even the town was not protected from the general effects of the wand. Which is why, unbeknown to them, there was an unlawfulness, an unmanageable power, a, dare one say, chaotic nature to the place, to be found no where else in rest of the empire

Weaver

Owned By: Eucep

Type of Item: Device

Equipment Slots Used: 0

Description:
Of beautiful craftsmanship, this necklace sits on the collarbone with one large exceptional blood red ruby in the middle and a delicate clasp at the back.

Powers:
Duplicitous Ensemble (2 slots - Combat)
Within the necklace lies the magic to weave through the armor worn by the wearer, allowing the armor to shift to whatever the wielder desires - a tunic, a belt, a headband, or boots - while still retaining the ability to protect the wielder in such a shifted shape.

Mechanics: Similar to Morph, this ability allows the armor to change shape into different garments that the wearer desires, of reasonable size, while retaining it’s protective abilities and enchants.

Eternally Presentable (1 slot)
An ability granted by the necklace, the wearer finds that her clothing and armor will always be spotless and in perfect condition, any dirt or tears immediately fixed with nothing more than a thought from the wearer.

Mechanics: A simple incantation spoken by the wearer brings forth the magic to remove stains and soiling from the garments as well as mend any unsightly tears or rends.

History:
Weaver is a fairly newly made necklace of the durable precious metal Platinum and is adorned with a single huge ruby shaped as a octogonal which seems to allways glow faintly, it is set in front in the metal like a choker and hides the closing mechanism. The necklace itself has the curious embossment of several female figures who seem to be a kind of sheep or ram girls, stretched out and displayed on full exposure. But one has to be up close to really see their detail. It is nearly a collar in shape, but is to loose to function as one.
It was crafted by a minotaur jeweler named Ambra and was ordered by Eucep's family as a gift to Eucep's rise in rank among the Caveshapers, or Geomancers. It was Eucep's mother who took the excellent jewel to a far off shrine dedicated to a minor goddess of beauty and tailors. With the aid of the priestess there the item was enchanted to let it extend a more powerful form of the morph magic as well as a cleaning magic interwoven.
During a visit by Eucep to her family back at her home region after her years in Nanthalion and numerous adventures she was presented with this necklace. During a ceremony to celebrate how well Eucep had been doing she was inducted in the ranks among the Caveshapers of whom her father was one of the leaders. She quickly proved very capable and not one to set for the known ways as she had learned in Nanthalion to think outside the traditional paths.
She was given the task to use her earth powers to shape a new auditorium. She had set to that using her own mindset. While it normally would have been made deep inside the mountains, she chose to actually make the auditorium in the side of the mountain and exposed in part to the elements so the echo and resonance of voices would be much more effective. Even if her kin would take some getting used to this different architecture.
As she was inducted thus with honors for her abilities she was given the Weaver jewel by her Father and Mother. Now she wears it with pride.

Released to Eucep 6/14/10

Whip of Ternekus

Owned By: Elthorion Kinslayer

Type of Item: Weapon

Equipment Slots Used: 1

Description:
The whip's handle is crafted from the sun-bleached femur of one of the larger creatures Ternekus captured to use in crafting the item. Crosswise holes bored into one end of the bone serve as anchoring points for the thin strips of cured hide that form the whip's braided tail. The tail continues from there, countless strips of slightly varying shades of crimson, brown and black, all woven intricately together along the whip's length. It ends in a barbed tip formed by several quills, and various protrusions of knotted ends along the course of the whip create the illusion that its entire tail contains intermittent spiky protrusions.

Powers:
Agonizing Pain (2 Slots Combat)

The Whip of Ternekus possesses an innate magical power that flickers along the whip's length with a pale, sickly green aura. The very touch of the whip can inflict even the greatest of pain and suffering to the most minute wound inflicted by its dark, caressing touch. As the whip snaps and makes contact with the intended victim on a successful attack roll, the wound suffered is amplified so strongly, that it wracks the nerves and motor skills of its victim. As such, the target suffers a -5 penalty to their very next attack roll due to the excruciating agony that course through their body.

Mechanics: Successful on a close physical strike from the whip, victim takes a -3 to their next attack roll, lasting !r 1d3 rounds. Special ability is usable until one successful hit is made per combat scene, usable three times a week.

Morph (1 Slot OOB);

When not in use, the bearer can cause the whip to 'bond' with any outside worn armor or garment, the leather becoming vicous and fluid before settling over their spine. Then the black fluid hardens, becoming a hard tapered ridge upon the spine with those dangerous looking barbs and knots extending outward in ridges and spikes along the vertical length. This is purely cosmetic, keeping the whip in a resting position with the handle in line with the shoulder or neck for easy reach. OOB only.

History:
Once upon a time, a Dark Elf named Ternekus was being hunted across the great plains of the third continent of Belariath. Branded an outcast for political reasons, the houseless Dark Elf was hounded by a war party of fierce barbarians of the Mouyur Gizen clan. Finding himself alone in a strange land, he had little choice but to survive, to which end he sought to use his talents as a tanner and weaponsmith in a small village. Using the hides of various strange creatures he captured, he poured his own blood into the making of a whip, infusing it with dark sorcery. Finally, invoking the names of Dark Elven deities, he enchanted the whip to defend him like the porcupine. When he lifted the whip high, his thigh was pierced by an arrow from the Mouyur Gizen raiders. Sensing this, the now active whip grew thorns around Ternekus, granting him the ability to fight his opponents more effectively and ruthlessly. A lover of torment and torture alike, the whip also took that into itself, incurring great pain and suffering from those he struck. When he returned home, he came with the heads of those whom had tried to slay him - a sure sign the deities deemed him worthy to survive. The whip gained renown in the early years of Ternekus' return to his homelands. No record of its
existence or whereabouts can be found in the last 500 years or so. How it came to Elthorion Kinslayer has spawned many a song and a tale in local taverns yet no one has been able to trace its missing history. Or perhaps no one who may have tried has returned alive to tell its true tale of horror and torment.

Windborne Freedom

Owned By: Takao

Type of Item: Device

Equipment Slots Used: 0

Description:
A broken shackle that appears to be mended by a magical means.

Powers:
Effortless Flight (2 Slots Combat):
The bearer of this single shackle can, provided that they have wings to begin with, fly without expending any extra effort whatsoever. This translates even into combat. (Meaning that the bearer can fly during combat without spending the extra 4 stamina per turn)

Free as the Wind (1 Slot OOB):
With a little conversation, the bearer of the
shackle can cause a great wind to swirl about themselves, turning
their body and any clothing they are wearing to turn slightly transparent. For a very small time, they can slip through any size opening that they wish, such as beneath a door, through a barely open window, or between bars.

Note: This means that while no bar or locked door can hold the bearer,
any physical bonds or magical bonds will remain on them. Items bulkier than simply clothing will not be transformed. OOC consent is needed for entering anyones personal property, as well as items cannot be taken in or out of said property. Time frame they can remain in this form is limited to a single scene per day, or single use of in a scene. Once used this power will not function till a new day, although the other ability is still available for use.

History:
Legend tells of many Chirot who have been held captive by feathered beings, of how they escaped to return and continue the good fight. One such Chirot had been held captive in a small room with no hope of escape. The door was thick, solid, and barred shut. The windows, if they could even be called windows, were so crossed with iron that not even a pixie could have squeezed through. The Chirot, with arms shackled together, knelt in the room, praying to Sheara for days on end. Sheara heard those desperate pleas and freed the Chirot with a powerful gust of wind that swept into the small cell and carried the captive to freedom. The shackles fell away, allowing the Chirot all the freedom of the wind. Ever since, these shackles have been kept in Sheara's Chamber to be gifted to one of the rising stars of the Chirot race to aid in ridding the world of Kiroajan.

Zepher's Swiftness

Owned By: Scathien

Type of Item: Device

Equipment Slots Used: 0

Description:
The item was originally crafted by Zarmadole The Eagle King, a sorcerer of widespread renown in his time for his aeromancy and jewelry-making, using a blend of mithril and silver. Its craftsmanship is extraordinarily intricate in an interwoven design of cloud shaped mithril leaves joined to a round head band of silver. The item is unbelievable light weight and it is even rumored that if dropped it would defy gravity and keep floating in the air, though such rumors are certainly false and nothing but the mischief of drunken bards and aging wizards.

Powers:
Wings of the Zephyr (1 Slot OOB)
The item has a Fly spell enchantment much stronger than the version taught by the Guild of Magic. It's flight ability is instant though not permanent, needing only a triggered word or thought to lift the owner up in the air (needs no activation round or time). The enchantment also provides the owner with the ability to fly without using any additional stamina. The ability is restricted once a day and does not provide any additional strength benefits (wearer cannot carry passengers or heavy loads, although there are no specific armor restrictions).

Boon of the Zephyr (2 Slots Combat)
When this ability is triggered, a strong tailwind rushes from behind in the direction the owner wishes to fly in, greatly aiding their aerial prowess to just out pace others, and gives a highly potent boost to their flight speed and maneuverability, and allows them to use it within combat. Onlookers and naturally flying races are often left in awe of its agility and grace. This adrenalin-pumping speed can be roughly measured with the following chart, and this ability is not usable in combat itself:

Mechanics:
The following mechanics are meant to provide realism to role play comparatively and are not meant as absolute figures.
Flight Speed and Maneuverability is measured in Speed Rating Points (SRP):
Non-flying races (Elves, Dwarves, Trolls, etc) using ~Fly~ spell: 1 SRP
Air Mages: 3 SRP
Flying races (Torians, Chirots, etc): 5 SRP
Boon of Zephyr: 5 SRP.

Examples:
Boon of the Zephyr used by an Elf: 1+5 = 6 SRP
Boon of the Zephyr used by a Human Air Mage: 3+5 = 8 SRP
Boon of the Zephry used by a Torian: 5+5 = 10 SRP
Boon of the Zephyr used by a Chirot Air Mage = 5+3+5 = 13 SRP

History:
This item was originally made for the Magi of Kilima Karan, a city built atop a slow-shifting mountain range which is believed to have existed before the coming of the Second Age. The people of Kilima Karan were known for their sporting tournaments and were specially skilled at flying competitions, so skilled and proud that they had won the competitions more than 30 straight times. This fact had been a thorn in the side of the neighboring plateaus inhabited by other races but mostly populated by dragons and dragon-kin.

When the time came for the annual sporting tournament, a dispute erupted between the home team of the Magi and the visitors which soon escalated to both sides preparing for war. That is when Zarmadole the Eagle King mediated the matter between the two sides and proposed that the Eagle-kin be allowed to conduct the matches as a fair third party. That is when he offered the marvelous and awe-inspiring prize to be given at the end of the final Race of Nalahan, a most treacherous and challenging aerial course that covered a thousand miles and took many days to complete.

Over three hundred participants entered the tournament (not counting the small party of aspiring dwarves who ended up taking a detour on the first leg of the course to find ale and were never seen again). The Magi of Kilima Karan offered their best fliers. The opposition brought a menagerie of Fairies, Torians, Chirots, Swan Maidens and Drak Sens (Note: the race does not have natural flight but can use the Fly spell). The race began with great uproar and celebration under the supervision of the Eagle-kin, but little did they know that the Torians of Tarakai had a malicious plan of their own.