Apologies for the delay in the prizes, this past week has been interesting irl. Without further delay, great job to those who participated in this challenge. Now is the time for the rewards for your efforts. To start, the primary reward for this challenge is as follows:
The Mirror of Undying Dreams
This ornate mirror can be of a variety of sizes from one that is handheld and easily fits into a pack or larger, 2’ x 2 ‘ or 2’ x 5’. Depending on the chosen size, it can be carried on one’s person or hung on the wall in their home. When looking into the mirror, one will see not their own reflection but that of someone else. Even the background reflected is not the same as the one the person looking into it is surrounded by. When the owner of the mirror looks into it, they will see a completely different person surrounded by a completely different background. On the back of the mirror, written in an ancient language mystically translated so that the owner can read, the story of the mirror is told.
Long ago, a person taking their final breaths of life, prayed to the God, Nysel, Patron of Dreams. They asked Nysel for their lives not to end. They wished to forever live within their most cherished dream. For reasons known only to the god, Nysel granted their final wish. The person was taken from the natural cycle of life and death and allowed to exist as a ghost; forever allowed to live in their perfect dreamscape. The ghost and the dreamscape were housed within a divinely blessed mirror that protected them from the outside world as well as providing an escape from the normal threats that otherwise haunt those who embrace the existence of a ghost. The mirror’s frame holds a stylized mark upon it; a stylized key with an open eye peering through the keyhole.
For the owner of the mirror, when they gaze upon it, they are able to contact the ghost residing within it. This ghost, one of a handful to have such an existence, may engage in communication with the one who has been granted stewardship over the mirror. The ghost knows exactly what it is and where it is and will never wish to leave the mirror. The exception is to temporarily possess the willing owner in order to experience the outside world for a short period of time. Such a possession only happens when the ghost and the steward are each trusting enough to do so.
The ghost may pass on a bit of lore to the steward and develop a relationship of sorts with them. Through regular possession, they may also pass along a skill that the ghost practiced in life.
Due to the nature of the mirror’s magic and the desire of the ghost to not leave it for very long, possession can only be endured for a total of 2 bells per day. Any longer will result in the ghost being snapshotted like a snapped rubberband, back to the mirror. This will result in extreme pain to the steward and possible permanent mental and spiritual damage in the form of overgiving.
The ghost will initially act more or less friendly or at the very least, respectful of the steward at least until given a reason to act otherwise. Angering the ghost through abuse or disrespect may result in the ghost refusing to acknowledge the steward which causes the mirror to deactivate; thus losing its power and becoming nothing more than a normal mirror.
Details:
The ghost in the mirror can be accessed at any time of the day and by default, will be willing to converse with the mirror’s owner, the steward. The more the steward interacts with the ghost, the more willing it will be to share various details of its life. There is a total of six possible mirrors, each with its own ghost.
The dreamscape in which the ghost resides does not change. The ghost may not always be seen as it is free to explore the confines of its own dream. Only the ghost appears in the dreamscape, there are no others that can be seen or heard from the mirror’s perspective.
If the steward is able to develop a relationship with the ghost, it will inquire about possession as a means to see what life is like since they died. Through the course of numerous possessions, the steward may gain skill points in Spiritism. Due to the nature of the mirror and its restrictions, a maximum of 3 points of Spiritism may be gained per thread involving possession by the ghost.
Each ghost has its own lore that it may pass on to the steward in thread.
The ghost, through possession, may also teach the steward a specific skill related to the ghost’s experiences to a maximum of 10 skill points.
The mirror itself is virtually indestructible as it is blessed personally by Nysel. It can only be damaged or destroyed by divine intervention on the part of Nysel or a greater ranked god.
To determine what type of ghost inhabits the mirror, one must log into discord and roll 1d6 with the results shown on the table below. Feel free to fill in those details that aren’t listed for each ghost by learning of them in thread. These could be gender, cause of death, almost anything that isn’t already detailed. If you are unsure of something, please ask me.
1 – The Writer The ghost inhabiting this mirror was in life, a wealthy socialite and writer in the years before the Valterrian. They resided in the city of Alahea and was a competent glypher. Within the mirror, they look to be a human around 30 years of age dressed in an expensive looking outfit of a style not seen since before the Valterrian. They can often be seen looking into the mirror from their side while brushing their hair or trimming their beard. They also can be seen drinking a glass of wine while writing in a book. Their dreamscape looks like a private room with a luxurious bed, wardrobe, desk and chair as well as large bookshelf. There is a balcony and a pair of tall windows although the mirror doesn’t allow for much at all to be seen outside other than the light of day. The writer can teach Glyphing up to 10 points. They may also pass on, in thread, Lore: Drawing a Memory Focus Sigil. This glyph is rare and not easy to find in post-Valterrian times. It allows the glypher to store memories into a special focus glyph. When the focus is activated, it inserts the memory into the one who activated it. The glyph can only hold a single, short memory with simple details.
2 – The Merchant The ghost inhabiting this mirror was in life, a slave to a Ravokian merchant of modest standing though this has changed within their dreamscape where the slave has become the merchant as well as an accomplished leathersmith. They resided in the city of Ravok roughly 425 years after the Valterrian. Within the mirror they look to be a human around 20 years of age dressed in good quality clothing. They can often be seen working with a ledger or talking business to some unseen customer just out of view. Their dreamscape looks like the inside of a Ravokian shop. There are several shelves and tables filled with wears, a counter with a small desk and chair behind it. The merchant can teach Leatherworking up to 10 points. They may also pass on, in thread, Lore: Crafting Extra Durable Leather. This method of leatherworking involves folding and stitching pieces of leather in a way that increases durability without adding weight. Crafted leather clothing and items are half again as durable with no added weight.
3 – The Mage The ghost inhabiting this mirror was, in life, a mage living in pre-Valterrian Zeltiva. They chose to join the other mages who transformed themselves into Nuit and founded the magical research colony on the island of Sahova. Within the mirror they look like a very pale, pasty skinned human who has been deceased for a relatively short time. They are dressed in simple red robes. Their dreamscape looks like a magical laboratory in the bowels of Sahova. The mage can be seen spending time reading from books or performing a number of minor magical experiments. The mage can teach Arcanology up to 10 points. They may also pass on, in thread, Lore: Drawing The Arca Equation. This is an ancient mathematical equation that takes the form of a non-magical symbol representing the connections formed by djed when used in magical disciplines. The symbol itself is made up of lines and points which connect in ways that, stepping back and looking from a short distance, creates an optical illusion of warped perspective. Studying the symbol for extended periods of time can aid in improved meditation and a clearer mind when manipulating djed thus helping to resist the onset of mild overgiving.
4 – The Bandit The ghost inhabiting this mirror was, in life, a bandit who preyed upon people and buildings in the city of Sunberth around the year 500 AV. He was especially adept at breaking and entering. Within the mirror they look to be a human in their mid-twenties dressed in dark leathers. They can often be seen counting coins or dumbing out bags of various types of loot. Their dreamscape looks like the inside of a small warehouse. There are stacks of crates, piles of filled bags and chests of loot. There is also a well-worn yet surprisingly comfortable looking cot that the ghost can sometimes be seen sleeping in. The bandit can teach Larceny up to 10 points. They may also pass on, in thread, Lore: Breaking and Entering 101.5. This particular lesson in breaking and entering is taught to a select few thieves in Sunberth who show particular promise among some of the gangs. It involves learning the particular flaws in any simple lock that allows for easy opening of said lock as if using the actual key. This lore helps with opening simple locks almost instantly.
5 – The Beast The ghost inhabiting this mirror was, in life, a young Jamoura who was adept at survival. It was 250 years old when he died. Within the mirror, they look to be a hulking humanoid covered in thick fur. The ghost moves with very slow, deliberate motions and speaks equally slow and deliberate. They can be seen spending time wandering about and interacting with their dreamscape. Their dreamscape is a small clearing in what is otherwise a forest filled with massive trees that towers high overhead. The ghost spends its time examining various plants, watching a variety of animals that move through the clearing while trying to stay hidden in plain sight. The beast can teach wilderness survival up to 10 points. They may also pass on, in thread, Lore: Observing Nature as a Part of It. This is a technique used by Jamoura that, when combined with their natural camouflage, allows them to hide in plain sight. It works for a non-Jamoura as well. When observing nature as a part of it, a person changes how they move, even the most subtle of motions. The movements mirror those of the trees, plants and wildlife so that the person becomes more like their wild environment. When combined with scent covering methods, the person knows how to remain well hidden in a wild environment for short periods of time from most animals. Apex predators are not so affected.
6 – The Smith The ghost inhabiting this mirror, was, in life, a human smith who worked with the Syliran Knights during the early years of the Knighthood. They were a rather skilled weaponsmith. Within the mirror, they look like a human in their 40s dressed in a smith’s apron. Their dreamscape is a forge complete with a series of different sized anvils, hammers, tongs and racks of weapons. He often spends his time working the forge and creating all manner of weapons. The Smith can teach weaponsmithing up to 10 points. They may also pass on, in thread, Lore: Unique Metal Folding Technique. This technique has become increasingly rare since its use in the early years of the Syliran Knights. It involves folding metal in a way that increases its durability while allowing for a sharp edge to be held longer. Metal weapons forged with this technique are half again as durable as the metal they are made from would otherwise be.
Questions about the mirrors? Do please ask. Either PM me or I will try to get into Discord to help answer.
Now, while the Mirror is the primary prize, the following list of items are also available. You may either roll for your mirror AND/OR roll on the table below for an alternative item. After you’ve logged into discord and dice rolled on the following list (1d100), you may either take the alternative item OR keep whatever mirror you rolled. Be sure to indicate what you are rolling for in Discord. Items are acquired in thread.
1-10 – Glass Jar of Pink Slime
11-20 – Gem-Studded Cake Box
21-30 – Button-up One-Piece Outfit
31-40 – To’bin’s Spirit Guide
41-50 – Mushmelon Man
51-60 – Zulrav’s Lasso
61-70 – The Keymaster and the Gatekeeper
71-80 – Sli’mur
81-90 – One Reroll
91-100 – Your pick of any one of the eight items on the list
For our Ghost PC, Jomi, the potential prizes take a somewhat different form. All of the potential prizes will be able to be accessed and manipulated by the ghost in a unique way. All of the items can be manipulated and used as if they were a part of Jomi's form. The mirror allows Jomi to enter it for 2 bells per day. While in the mirror, you will be able to interact with the dreamscape as if you were a part of it. However, you will only be able to perceive that which is otherwise viewed through the mirror on the side of the living. You cannot leave the confines of what is seen in the mirror nor can you take anything from it when you return to the physical world. You can learn the skill and lore you roll for from the mirror's ghost without the need for possession.
Also, by spending time in the mirror, you can gain upto 3 points in Spiritism as long as the threads written within the mirror consist of 1,500 words. A maximum of 25 points in Spiritism can be gained in this manner. These points will not push a skill level into the next. So no matter what your skill level in Spiritism is, it cannot be pushed to the next level through use of the mirror.
Spiritism gained in this matter works a bit differently when used without possessing a living body. Said knowledge, when used in a ghost's natural state, grants half of its value to the ghost's racial skills. So a maximum of 25 points gained in Spiritism using the mirror will grant a maximum of 12 points to all of the ghostly racial skills. This bonus does not exceed a current skill level. So a novice level cannot be turned into a competent level with this bonus.
As far as the other items are concerned, the jar of slime will animate an object that can be used by a ghost as if it were a part of them; ethereal. Tools and implements act as if they were solid, weapons can affect the living and other ghosts, armor can protect against attacks that would otherwise harm a ghost.
The button-up outfit grants a bonus of 10 to materialization.
The cake box, lasso and other items act as described, each responding to the ghost as if they were alive. PM with questions.
Finally, the coin reward. 100 gm for every 1000ish words written.
Moritz - 300 gm
Ialari - 300 gm
Jomi - 300 gm
Madeira - 350 gm
Be sure to post your roll results in this thread.