Weapons of Legend Challenge Weekend (22-23-24)

(This is a thread from Mizahar's fantasy role playing forums. Why don't you register today? This message is not shown when you are logged in. Come roleplay with us, it's fun!)

Feel free to post all your Mizahar related discussions here.

Weapons of Legend Challenge Weekend (22-23-24)

Postby Ialari Pythone on June 24th, 2018, 4:04 am

Calevan

Image


Weapon Description

A three-foot long, polished oak walking stick. The head and handle of the walking stick are elaborately carved with a prominent figure of a ram at the center. There is a small blood stain on the handle where there is also carved, the name, Calevan.

Weapon History/Background

Years before the Valterrian, in a small village nestled somewhere in the Alahea Empire, there lived a woodcarver named, Calevan. He lived alone; his wife having passed on a few seasons prior and never had the experience of children. He was an older man of advancing years who, while capable of masterful work, was beginning to feel the effects of his age. As it became harder for Calevan to get around, he put his skills to work in carving himself a walking stick. He chose to use a piece of oak from the tree that grew near his home; his wife was buried at the base of that tree. As he worked, Calevan shaped the head and handle of the stick to remind him of his life. He carved leaves as they reminded him of Autumn, his wife’s favorite time of the year. He carved the form of a ram, in his youth his father was a goatherder. He polished the surface of the wood with a cloth he’d used countless of times over the years polishing various carvings and projects. As he did with all of his work, he carved his name into the handle. Calevan kept the stick with him at all times and used it to get around as his health continued to diminish.

The war between the Suvan and Alahea Empires left little untouched. Eventually it made its way to Calevan’s village. Suvan soldiers terrorized and murdered the villagers. Calevan tried to protect one of his neighbors, swinging his walking stick at one of the soldiers. The soldier batted the stick aside, pulled it from Calevan’s hands and pushed the old man to the ground. As Calevan tried to stand, the soldier swung the walking stick at him, slamming it into the side of his head before tossing it aside in laughter. Darkness filled Calevan’s vision, his mind awash in blinding pain. Soon after, death came for him.

Kasha
Secret :
A couple of years passed as the war continued. An Alahean patrol stumbled upon the ruins of the village. The Suvan’s had burned it to the ground leaving little more than some stone foundations. A member of the patrol, a woman named, Kasha, stumbled upon something tangled in the weeds next to a ruined workshop. Clearing the weeds away, she found an elaborately carved walking stick. Fascinated by the craftsmanship and the fact that the stick looked virtually untouched by time and the elements, save for a small stain of blood on the handle, she took it with her as the patrol moved on.

A reimancer in the Alahean military, Kasha and her patrol operated out of a small outpost along one of the main roads in the Empire. There, in her quarters, she kept the walking stick mounted on the wall above her bed. Something about it continued to fascinate her every time she looked at it. She even chose to give it a name and called it Calevan after the name carved into the handle. The carvings brought to mind a life where there was no war; a life much simpler.

Calevan remained in the outpost even after Kasha failed to return from one of her patrols. It became a symbol not only to those who were still stationed there but also to those who came after. It was a symbol of what they were fighting for; a world where the Suvan Empire was no longer a threat, a world where Alahea brought piece and prosperity to the land.

Unfortunately, that vision would not be realized thanks to the Valterrian. The outpost was destroyed and the walking stick buried in the ruins.


Horus and Straefan
Secret :
After the chaos wrought upon the land by the Valterrian had subsided and humanity began to rebuild, a man named, Horus Sunrunner, a member of the Emerald Clan of the Drykas, was out on a hunting expedition. Having collected a number of rabbits, Horus and his dogs were on the trail of a deer when they came across a large mound deep in the grasslands of the Cyphrus Region. Something about the mound seemed a bit off which gave cause for Horus to take a closer look. As he approached, he noticed that there were some pieces of worked stone sticking up through the grass. One of the dogs barked and began digging into the mount several feet away.

Making his way over to where the dog was digging, Horus moved some of the stones aside and pushed over a larger one. There he found a beautifully carved walking stick seemingly untouched despite having been buried under stone for easily a couple of centuries or more. Taking the stick, Horus continued the hunt, eventually returning to his pavilion.

Horus kept the stick as a symbol of luck since, on the day he found it, he had the most successful time hunting ever. Eventually, he passed the stick on to his aging father to help the old man get around better. Horus’ father, Straefan, was considered an elder and wiseman in the clan. He sensed something more in the walking stick than its elaborate carvings. He sensed a history of experience, tragedy and love surrounded by a blanket of darkness. “This stick has seen things,” he would say.

One fateful day, Horus and Straefan’s pavilion came under attack by a couple packs of glassbeaks. As the pavilion hunters came together to defend against the viscous creatures, the quickly realized that there were too many to fight. That was when Straefan stepped out of the pavilion. With the walking stick in hand, he brought it down hard on the ground before him. As the tip of the stick dug into the dirt, Straefan’s form shimmered and became translucent; his features were replaced by those of an old woodcarver who’d been dead for centuries. There was a determined look fringed with sadness on the ghostly face. Just as Straefan’s image had changed, tendrils of unspeakably thick darkness erupted from the ground, surrounding the pavilion. The tendrils twisted and curled, weaving themselves together and expanding until the pavilion and the area around it was completely blanketed by darkness so thick, nothing could be seen; the rays of Syna couldn’t even penetrate it.

The glassbeaks, confused and frightened, took off running in all directions, eventually leaving the area of darkness and continuing to run. Pulling the stick from the ground, Straefan’s visage returned to normal and the darkness broke apart and spread to the wind like a drifting smoke until it was gone.

The walking stick remained in Horus’ family for generations.


Mara Von
Secret :
Five-hundred years after the Valterrian, in the city of Syliras, there lived a woman by the name of Mara Von. Mara was a self-proclaimed Master Thief whose lofty claim was not without merit. Mara was responsible for numerous high-profile thefts yet she had never been caught. Everytime the city guard or the Syliran Knights got close to her, the lost her in a cloud of impenetrable darkness.

One such theft found Mara leaving a merchant’s house with a huge bag of mizas pulled from his vault. As she snuck down a nearby alley, she was confronted by a knight. With a smirk on her face, Mara taunted the knight. Armed only with an elaborately carved walking stick, Mara spun it in her hands and called the knight all manner of foul names, daring him to try and catch her.

From behind, Mara heard another voice and looked to see another knight show up on the other end of the alley. Still she wore the smirk on her face.

The two knights closed in on her while Mara remained calmly defiant. When they got within arms-reach, one of the nights reached for the walking stick in an effort to disarm her. Mara, a wicked grin spreading across her face, did not resist. As the knight’s hand wrapped around the stick, he immediately let go with a cry of pain as he grasped his head. Touching the walking stick felt to him like someone had slammed a club into the back of his skull. Quickly flipping the stick in her hand to grasp it by the end, she swung the handle at the knight’s head. It made contact with his helmet and as it did, Mara’s image shimmered and grew translucent. Her appearance changed to that of a ghostly woman dressed in the armor and cloak of an ancient Alahean battlemage. At the same time, an explosion of darkness filled the alley, blinding the knights as Mara quickly ducked past them and got away.


Weapon Powers/Abilities

Calevan developed its powers not from the divine or from magical crafting but from the experiences of those who have owned it. Its creator, the man known as Calevan, blinded by a blow to the head from his own walking stick and succumbing to the pain, died as a result. Kasha, the battlemage who found the stick near the ruins of Calevan’s home, kept it in her quarters where it remained after her death. It became buried, surrounded by darkness when the outpost was destroyed during the Valterrian. Horus found the stick in the centuries old ruins of the outpost and gifted it to his father. Straefan, sensing the darkness within the stick, unleashed it to save his pavilion from glassbeaks. Many other Drykas have carried the stick before it appeared in Syliras. There, Mara Von, a thief who used the shadows to her advantage, wielded Calevan to hide her from sight and escape capture. Each of those who have wielded Calevan have left their mark on it which is represented in the ghostly image that covers the wielder when the darkness is unleashed.

Impenetrable Darkness
Secret :
Calevan is known to have the ability to bathe an area in impenetrable darkness. It has done this by being thrust into the ground as well as having been used as a weapon to strike someone. The darkness can take the form of tendrils that grow, expand and weave into each other in quick succession, engulfing the area. It can also appear as an explosion of darkness that expands from the point of an impact.


Illusion of a Different Race (Ghost)
Secret :
At the same time the darkness is activated, the wielders visage shimmers and grows translucent as it takes on the ghostly image of one of its previous owners; depending on the wielder’s gender.


Touch of Pain to anyone other than Owner
Secret :
Anyone touching Calevan who is not the owner will experience pain as if they had been clubbed in the back of the head.


Last Known Location
Secret :
After some time spent in Syliras, a walking stick baring the description of Calevan has been seen in Kenash, Riverfall and Alvadas. The thief, Mara Von, was the last one known to wield Calevan.
Remade In My Dominion!

Character Sheet

Granted Flashback Threads between 510 and 512 by Tarot.
User avatar
Ialari Pythone
I'm Poison.
 
Posts: 619
Words: 923994
Joined roleplay: August 13th, 2009, 3:26 am
Race: Isur
Character sheet
Storyteller secrets
Medals: 7
Mizahar Grader (1) Trailblazer (2)
Overlored (1) Riverfall Seasonal Challenge (1)
2013 Mizahar NaNo Winner (1) 2012 Mizahar NaNo Winner (1)

Weapons of Legend Challenge Weekend (22-23-24)

Postby Lee William on June 24th, 2018, 3:36 pm

14 - Reflective: High chance of reflecting targeted magic back on the one who cast it.
6 - Chameleon-like camouflage upon wielder.

Rolled on the 24th of june.

Jaroh


Weapon Description: Jaroh is an assassin's dagger made out of cold iron. The blade and pommel of the dagger is undecorated and has no distinguishing factors, so it doesn't stand out too much when inspected. The dagger is doubleedged and the blade is roughly 10 inches long. The whole dagger is about 15 inches long.

Weapon History/Background:
Jaroh was magecrafted and given its abilities by an accomplished magecrafter, who had the unfortunate luck to draw the attention by Jesyca, a member of Mortanis, who wanted a special weapon to carry out her duty. Under torture and cruelty, the magecrafter was forced to craft the weapon and was also the first victim of the blade. Jesyca had promised she would spare his family if he did as she pleased and she kept her word – the uncontrolled-vexling created from his blood, however, was free to do as it pleased.

Jaroh was a favoured weapon of Jesyca when she carried out missions for Mortanis and it served her well. The blade has been used in several high-profile assassinations and only once in an unsuccesful one. The unsuccesful one ended up exposing Mortanis to a select few people. For that blunder, Jesyca found herself taken to become Krysus eternal plaything.

Jaroh was given or taken by Jesycas superior, one of Her Blood, and has been in their service ever since.

Weapon Powers/Abilities:
Jaroh has two distinct abilities. The first ability is to give the wielder a chameleon-like ability. To better disguise themselves against any background and move unseen.

The second ability is that the weapon has a high chance of reflecting magic targeted at the wearer back upon the caster.

Last Known Location: In the service of one of Bile's underlings in Mortanis.

User avatar
Lee William
Medicinal Wonder
 
Posts: 20
Words: 17666
Joined roleplay: December 21st, 2017, 8:39 pm
Location: Ravok
Race: Human
Character sheet
Storyteller secrets

Weapons of Legend Challenge Weekend (22-23-24)

Postby Maore on June 24th, 2018, 4:03 pm

I rolled a 12 & an 11 on June 22nd.

Casul

Image


Weapon Description
Expertly wrought out of cold iron by a dying Isurian surgeon, Casul is cold to the touch, virtually indestructible, and a little bit sentient, with a piece of her crafter's soul imparted onto her during her forging. Casul is a scalpel by Isur standards, though in the hand of a human, it'd be a sturdy dagger with a broad, tapered head that narrows into a long, surprisingly thick handle. Her blade is sharp. It is fit for an Isur to hold, though members of other races have found it to be a friendly companion in their hands. The sheath is Ixam hide, the bolster is treated birch wood, and both the metal and wood seem stained by otherworldly markings... though they are pretty mundane in nature.

Weapon History/Background
Casul Mirrorhand Vizerian was a great surgeon, perhaps one of the greatest after the Valterrian had stricken Mizahar barren of his physicians. Blessed by Rak'keli, she was devout to the craft of healing and care, as much as she was to the perfection of her craft and her resilience in the face of challenge and hardship. The woman was a proficient teacher, scholar, and self-proclaimed scientist, and she brought pride to a family that'd found itself often shunted to the edge of clan politics. So great was her talent and care that she drew the attention of Vayt who despised cleanliness and untouched purity.

At the turn of the fourth century after the Valterrian, Vayt visited Casul with the gift of his negative gnosis, a wasting disease settling deep in her bones that made surgery all but impossible, and then he blessed her closest relatives with an unsavoury pox. It soon grew to become an epidemic, decimating the Mirrorscale family of its children and elderly, assisted by Casul's own blight. She, too, became afflicted, and with little else to do as her family suffered, she acted in defiance of Vayt's wishes.

Too weak to work Isurian steel, Casul Mirrorscale wrought her finest scalpel ought of cold iron, working blood, sweat, and inronclad will into what would become a weapon imbued with a piece of her own soul, named in recognition of her deeds.

The survivors of the pox would emerge from the Mirrorscale rooms, scarred and weak, and be treated in quarantine by their Vizerian clanmates, the bodies of the deceased set ablaze to purge the remnants of the sickness. Vayt, although he'd ultimately defeated Casul's skill in medicine, wouldn't be done with her legacy.

The scalpel, at first referred to by the remaining Mirrorscales as "Casul's Scalpel", was passed hand to hand from brother to sister to cousin to trader until it made its way out of the Vizerian citadel and onto the open world, a loss that would haunt the family until it died out.

Casul's Scalpel had a mind of its own, seeking out people with a likeminded medical focus, although not above hitching a ride in the toolbelt of a blacksmith or a fighter if it had no other method of moving. Once or twice, Vayt would instruct one of his Blight-marked followers to retrieve the blade so he could pervert it, but despite laying their hands on the dagger, it inevitably seemed to escape them, and it did this until it found its way to Riverfall.

It was upon finding the company of one Arkinos Zandani, a Cerulean Akalak, that Casul really took a notable change of heart, from wanderlust to commitment. They performed great feats of medical treatment together, and up until Casul's loss in 512 AV, they worked with the Akalak and Drykas people as needed.

Weapon Powers/Abilities
Casul was imparted by an Isurian woman blessed by Izurdin's gnosis, Izentor, and thus bares a piece of her crafter's soul. It was imparted with some of Casul Mirrorscale's Healing gnosis, thus giving the blade the ability to heal wounds and cure diseases on command... although many of Casul's wielders use her to hurt others, able to deal deep and painful wounds, Casul regrettably chooses to leave them soon after.

Last Known Location
Casul and her bearer were last known to be in Riverfall in 512 AV when the Djed Storm hit the city. Arkinos was on the way back from Endrykas when it struck, and while he never made it home, Casul was recovered by an Akalak scouting party and presumably bought by a collector, though lost again soon after. It seems like the scalpel doesn't want to be kept in a glass cage.
Last edited by Maore on June 25th, 2018, 6:38 am, edited 1 time in total.
Maore
the void behind my teeth.
 
Posts: 190
Words: 136468
Joined roleplay: January 25th, 2017, 6:11 pm
Race: Ethaefal
Character sheet
Storyteller secrets
Scrapbook
Plotnotes
Medals: 2
Featured Thread (1) Donor (1)

Weapons of Legend Challenge Weekend (22-23-24)

Postby Bruce on June 24th, 2018, 6:17 pm

I rolled a 9 (Brutal Retribution) and a 4 (Illuminates on command) on the 23rd June. Screenshot here.

.
.
Koll's Gauntlets

Image


Appearance:

Koll's Gauntlets are aesthetically understated yet finely decorative. Hundreds of metal plates are sewn to tough yet flexible leather (that has been replaced various times in the lifespan of the garment), and the gauntlets run up to just below the elbow joint of an ordinarily proportioned, full-grown woman. The metal plates are constructed primarily of steel, however some are made of iron and others from unknown metal alloys of fascinating iridescence that originate from the original function of the metal. Due to the layering of these various metal plates, the gauntlets are more than capable of protecting the wearer, from the fingertips to the forearm. On the underside of the largest metal plate of the right hand gauntlet is a small engraving of a sword, with a singular azure jewel-stone inlaid as the pommel.

History:

In 212 BV, a powerful magecrafter named Robin Colner worked with his older brother Abenin Colner, an armoursmith, to produce defensive armour and garments to protect the elites against danger. Their products were few and far between, but highly prized for their intricate craftsmanship and unusual designs. Robin was married to a woman named Mairie, who was a cunning and clever woman, but a deeply devoted wife. Their life had been difficult. They had grown up as poor children together, and fallen in love as childhood sweethearts. They battled to pull themselves from poverty, until they could afford to buy an education for Robin. Eventually he found success as a magecrafter, and along with his brother managed to get lucky enough to begin the dream of his childhood. Mairie had been unable to bear children, a fact that had caused the couple a great deal of grief, but they stuck together throughout their life. Then, against all the odds, Mairie fell pregnant and had their only child: a little girl named Koll.

Mairie and Robin brought their child up in the luxury they'd never had during their childhood. Koll was a stubborn and stunningly intelligent child, but when she was left for dead on a roadside by a thief, Mairie demanded she learn to protect herself as well as pursuing her studies. Koll trained once she had grown stronger again and found a dear love of combat with a sword. On her eighteenth birthday as she left home for a career as a sword-mistress, her parents gifted her with a pair of gauntlets and a short sword, both magecrafted and crafted over the course of several years.

Koll fought with her gauntlets and her sword until her death, and was a famous swordswoman in the lands she lived in. However, she never married or had children, and so upon her death she requested her belongings were returned to her uncle's family. They were kept in the Colner family for several generations, but were never used again. That was until the war between the great empires of Mizahar flared. A daughter of the Colner line, named Hanah, took up Koll's gauntlets and her mighty sword and fought for the Alahea Empire. She was on the border between Alahea and the Suvan Empire when disaster struck in the form of the Valterrian.

From there, the history of the gauntlets and the sword they are paired with becomes more foggy. Hanah died in the cataclysm, but the gauntlets survived and were used by a scavenger who treasured them above all else and used them to gain favour. They were sold for food, and then stolen, several times over. Their next important interaction was with a wizened old man named Robert, a wealthy citizen of the emerging city of Kenash. He was a collector, and Koll's Gauntlets were his most precious prize. He locked them away in his second-most favoured prize, a lockbox that was thought to be unbreakable. Inevitably, the key to Robert's lockbox became lost and Koll's Gauntlets with it. As for the whereabouts of her sword... No-one knows for sure. One theory suggests that it was lost in the depths of the Suvan Sea that formed during the Valterrian. Others claim it belongs to the Svefra, but there is little evidence to prove it.


Weapon Powers/Abilities:

Upon first donning the gauntlets, one power becomes noticeable straight away. As soon as the gauntlets are lying comfortably on the wearer's skin, the raised patterns on the metal plates begin to glow with an eerie, yellow light that grows brighter and brighter until it can illuminate a darkened room, cave, or street. The power is uncontrollable at first, but with experimentation, the user can figure out that the gauntlets can be dimmed down to nothing with the thought, "Off," or other similar thoughts. After grasping the mental command, the gloves can be illuminated on command, thinking, "On," or some other, similar command. The decorative patterns on the gauntlets are slightly warm to the touch, and leave your fingers tingling, but are otherwise harmless.

The second power becomes clear once the user is in combat, and has taken a significant wound, one that would either eventually cause death or at least excessive bleeding and pain. The gauntlets imbue the user with heady amounts of energy and a brutal, berserker's rage that lasts for a full chime. During that chime, any weapon wielded in the grip of the gauntlets glows with a dull light and its hits are faster, though not necessarily more accurate. Hits taken during this time burn as if the wound has been sprayed with fire or strong acid, causing indescribable pain, as well as the usual damage taken from the weapon. This same affect occurs even if the wearer of the gauntlets is unarmed, but instead the gauntlets possess the properties that would otherwise be taken up by the weapon held within its grip.

Last Known Location:

Koll's Gauntlets were placed inside an elaborate lockbox owned by Robert of Kenash. The box was sold to pay off a debt, but is considered to remain somewhere in Kenash. There was a rumour many years ago that the box was sold to a travelling merchant, but no-one knows where the merchant was travelling to, and even if the merchant existed at all.
Inactive: please disregard, apologies for inconvenience.
User avatar
Bruce
Always learning
 
Posts: 22
Words: 13305
Joined roleplay: June 14th, 2018, 8:57 pm
Race: Kelvic
Character sheet
Storyteller secrets
Plotnotes

Weapons of Legend Challenge Weekend (22-23-24)

Postby Nieve Glass on June 24th, 2018, 8:06 pm

Rolled on the 22nd; 20 (Sentient) for primary, then rolled a 1 on secondary, my other two rolls being 3 (Isurian steel) and 7 (Translate languages).

The Guide (aka Ancite)


Image


Weapon Description

The Guide is a beautiful and elaborate dagger. Crafted by a master Isurian smith, the blade is made of Isurian steel, etched and engraved lightly with beautiful designs. The hilt is made of gold with elaborate carvings, studded with rubies and turquoise. Over the years, the blade has managed to keep its original scabbard, crafted of dyed red leather and also studded with gems.

Weapon History/Background

The Guide, or Ancite as she prefers to be known now, was originally forged in 100 AV by a master Isurian smith whose name was Armazir. The dagger was made as a gift to King Sultros to thank him for all he had done to save those that remained of the Isur. The smith that crafted the Guide had, before the Valterrian, been a deep lover of other cultures and races, and studied them extensively. The coldness that descended upon the Isur after the Valterrian pained Armazir greatly; he knew, of course, it was necessary, but deep in his heart he hoped that perhaps one day, the Isur would be able to open themselves to other cultures once again. Thrice-marked by Izurdin, it is this piece of himself that the smith honed into the blade; using his Izentor, Armazir crafted the weapon so that those who wielded it would be able to understand any language spoken to them.

The smith did this in hopes that the blade would continue to be held in the hands of the Isur's kings in future times, and that if and when the time came for them to interact once again with other races, it would facilitate such interactions. However, with Sultros' passing, the blade changed hands, given to a close friend of his by the name of Etros.

The blade stayed within Etros' family for many years; in 352 AV, it belonged to his granddaughter, an Isur by the name of Sersan. Its power still had yet to be discovered, as the blade nor any of its owners had left Sultros thus far; but that would not last long. Sersan was the first of her family to venture outside of Sultros after the Valterrian. While her love and loyalty would always be with the Isur, she felt something deeper calling her to the outside world, and so she left.

She traveled Mizahar for several years, learning of the true nature of the Guide, which proved useful on many occasions. She became extremely attached to the blade, not only for its unusual property, but also how expertly it was crafted. She was never seen without it, and it was with the Guide in her hand that Sersan perished.

Caught off-guard by a group of bandits as she traveled with a caravan, they were quickly overwhelmed, and even her expertise in combat could not save her or her companions. Sersan died in 387 AV; she fell clutching the Guide still in her hand, her blood staining the hilt and pommel. Not yet ready to leave, her soul latched onto the blade.

For several years after that, the weapon was sold, exchanging hands quickly, as it came with the incensed ghost of an Isurian woman. Gradually, however, Sersan kept more and more to the blade, rarely showing herself. Somehow along the way, she lost the ability to do so altogether; the blade was no longer haunted by the ghost of Sersan, but rather, possessed her consciousness. And so rumours switched from a haunted blade to a sentient one, for indeed that is what the Guide had become.

Sersan took to the life of being a sentient blade rather easily; it is all she has known for over a hundred years. Details of her life from before are fuzzy if she remembers them at all, and she prefers now to go by the name Ancite. The blade is particularly sought after by Isur, who feel that Ancite rightfully belongs to them.

Weapon Powers/Abilities

Ancite is a sentient blade; those who wield it will hear a deep but distinctly feminine voice in their minds. This is the voice of Ancite. She is not chatty, but also not quiet. Ancite can be somewhat snarky and aloof, often harshly judging or critiquing those of lesser skill. She is snide and has a dry, sarcastic sense of humour, but she has her moments of helpfulness.

Those that wield the Isurian steel blade will also find they are able to understand other languages; they understand tongues they are unfamiliar with, however they are still unable to speak other languages, meaning some creativity is still required in order to communicate.

Ancite, of course, has all the benefits of any other piece of Isurian steel weaponry.

Last Known Location

Ancite was last heard of in 490 AV around the city of Alvadas, under the ownership of a human male, name unknown.
User avatar
Nieve Glass
Feathery feline
 
Posts: 94
Words: 99031
Joined roleplay: September 26th, 2017, 3:10 am
Location: Syka
Race: Kelvic
Character sheet
Storyteller secrets
Plotnotes
Medals: 1
Mizahar Grader (1)

Weapons of Legend Challenge Weekend (22-23-24)

Postby Jace on June 25th, 2018, 12:43 am

~Horn of Semele~


Image


Weapon Description: The Horn of Semele is a twenty-two inch long metallic blow horn with inscriptions in the Ancient Tongue giving praise to the Goddess Semele on the wide end. The silver of the horn fades to a piercing black at the smaller end, where one would place their mouth and blow into it. The wider half of the horn is decorated with a thin strip of white cloth and at the center of the horn's curve is a small metal loop used to hold a strap of some sort. The Gnosis mark of Semele can be seen wrapped around the lower half of the horn.

Weapon History/Background: Before the Valterrian, there was an incredible woman named Myrna Kelvic who was an incredibly talented explorer. A WorldWalker. Myrna was known for her discoveries off world, both organic and inorganic, as well as her duties of ecological mining. World walking was a dangerous enterprise, however, and she did not do so alone. One of her elite, a woman named Zaya, who was a follower of the Goddess Semele, was one of the few who had accompanied Myrna on her travels off world.

Zaya had worshiped the Goddess Semele since she was a young girl. Her love of the earth, and accomplishments in helping Myrna with her ecological duties caught the attention of her beloved Goddess. She came to Zaya before leaving for another trip off world, and offered the girl a special horn as a gift to help her in her exploits. It would serve her well in protecting the team when off world. It had a strange power of its own.

Soon, everyone in Pavena knew of the horn and how it had saved them from dangerous creatures during an unusually harsh exploration trip. When it was used, the earth itself seemed to shake and tremble around her when Zaya blew the horn, leaving only the ground beneath her and her comrades unscathed from the destruction.

From then, Zaya carried the Horn of Semele at all times. Thankfully, she was not with Myrna Kelvic's team when they disappeared some twenty years prior to the death of young Queen Kova. It is said Zaya continued to make trips off world as often as she could in search of her dear friend and leader, Myrna Kelvic, but to no avail. No one knows what had happened to her after the Valterrian, but the last place the Horn of Semele and Zaya had been seen was indeed the city of Pavena.

Weapon Powers/Abilities: The Horn of Semele channels the power of the Goddess' Gnosis mark through it. When the wielder blows the horn, the land itself quakes and trembles violently as if it were in an earth quake. The destruction it causes has been said to resemble that of a horrific natural disaster when used to the full extent of its power. Only a small area of ground beneath the wielder remains unscathed.

Its lesser, secondary ability stems from the otherworldly material the horn is made from. The material's appearance and attributes are undoubtedly metallic in nature, but its texture is more similar to that of bone. Its secrets lost to time, the strange material seems to be unaffected by nature itself, unable to be corroded or damaged by the weather. It is not unbreakable, however, but simply able to stand the test of time among the elements.

Last Known Location: The lost city of Pavena

User avatar
Jace
Player
 
Posts: 34
Words: 38770
Joined roleplay: June 18th, 2018, 2:42 am
Race: Kelvic
Character sheet
Storyteller secrets

Weapons of Legend Challenge Weekend (22-23-24)

Postby Asterope on June 25th, 2018, 1:06 am

On the 24th I rolled an 11 (Debilitating) for primary, and a 2 (Glows when wielder is in danger) for secondary.

Light Strike


Image


Weapon Description

Light Strike is a set of brass knuckles that appear more decorative than useful; the brass of the hand-held portion has been plated with gold, and where one would normally find studs or spikes along the knuckle-line instead sits a crystal. It is a large clear and white quartz, easily the size of a woman's fist, with jagged points. Despite how decorative it appears, one would do well not to underestimate the weapon; the crystal is welded solidly to the knuckles, and packs quite the punch.

Weapon History/Background

Rumours have it that Light Strike is a piece of one of the Watchstones that illuminate the land of Mizahar; this is, of course, untrue. The real story is as follows.

Several hundred years ago, around 187 AV, there existed a devoted follower of Priskil, with two marks from the Goddess; a Konti woman, her name was Isha A'Streia. Born in Mura, she followed the Call all the way across the continent to Lhavit, where she stayed for some years.

Around 245 AV, tragedy struck. Isha was a beautiful young woman, and Konti were rare in Lhavit; many people attempted to woo the woman, but she politely and gently declined all of them. One man, however, could not take her rejection. Infuriated at being turned down, he followed Isha home, where he bashed her head in with a decorative piece of quartz she kept above her hearth.

When Priskil found out, she was deeply saddened, but also deeply furious. She appeared to her followers in Lhavit, whispering the man's name in their ears; it was not long before he found himself with a blade through his heart.

Priskil gifted her follower that slew the man with the very piece of quartz he had used to kill Isha. This follower, an Ethaefal man by the name of Aubren, took the gift, and for a long time it also sat above his hearth. But he noticed something peculiar; one night, during a particularly violent storm, the crystal began to glow dimly.

Getting up to investigate it, it was mere moments afterwards that a branch of a tree crashed through the roof of Aubren's house where he had been sitting. The Ethaefal quickly realized the weapon's potential, and what Priskil had truly gifted him, and so he fashioned the chunk of quartz into a weapon; not wanting to diminish Priskil's gift, he left the quartz as it was, and worked around it, fashioning it into a set of brass knuckles.

Light Strike has been passed around between followers of Priskil since, though it has long since left Lhavit.

Weapon Powers/Abilities

Light Strike is so named as it has the tendency to glow; specifically, the crystal attached to the knuckles will begin to emit a soft golden glow when its wielder is in danger. This tends to include throughout the duration of combat, which can be useful in dimly lit locations, though the light isn't strong enough to allow one to see clearly.

Perhaps more interestingly is Light Strike's precision; no matter who wields the brass knuckles, they will find the punches they throw to be uncannily accurate, often striking critical and sensitive areas of their opponents, sometimes without even meaning to.

Last Known Location

Light Strike was last seen in 487 AV, owned by a woman twice-marked by Priskil in Sunberth.
Image

The sun will rise, and we will try again
User avatar
Asterope
A light that never goes out
 
Posts: 651
Words: 661387
Joined roleplay: August 16th, 2017, 11:11 pm
Location: The Outpost (Sunberth)
Race: Ethaefal
Character sheet
Storyteller secrets
Journal
Plotnotes
Medals: 5
Featured Thread (1) Mizahar Grader (1)
Overlored (1) Alvadas Seasonal Challenge (1)
Power Fork (1)

Weapons of Legend Challenge Weekend (22-23-24)

Postby Zeva on June 25th, 2018, 2:21 am

Rolled 22/6/2018 (GMT+10): 21 (Darkest Night) & 3 (Made from Isurian Steel)
Image
Image



Weapon Description
Akaija's Razor is a terrifying and terrific display of Isurian craftsmanship, looking more like an intricate piece of art than any traditional knife or dagger. The entire 15" weapon is forged from one single piece of Isurian Steel and is surprisingly light as a feather. It is an odd piece, not following the guidelines of a standard dagger concept, with the handle ornately done in a manner that reflects the appearance of bone. It has no true crossguards save for a pair of short talon-like projections fixed at the base of the hilt, curving forward in the direction of the blade. The 10" blade is crafted in a way that the more jagged bottom edge is made to be the sharpest yet the top edge - although smoother - is also just as capable of cutting and the entire thing tapers into a fine, deadly point. It appears delicate yet is anything but.


Weapon History/Background
It's unknown when exactly the blade was forged or how it came to fall into the hands of a high ranking Suvan interrogation specialist, all that is known was that it was present during the breaking of the Alahean mage Iesta Messan.

A formidable Voider, Iesta was captured in one of the many battles between the Suvan Empire and Alahea and brought to Suva for questioning. It was there she was tortured for close on a season before finally breaking. In the final throes of her life, she made a desperate attempt to fling her tormentors into the Void yet only succeeded in cracking herself through overgiving. Her mind and soul shattered, flinging her djed out and into the open where the very blade that had been used during her torture managed to absorb the power she had once weilded.

No one knows if the blade had a name prior to this incident but it was dubbed Akaija's Razor from that point forward, its powers quickly confused for and associated with the goddess' own.

Time passed and so too did the blade, changing ownership until it fell into the deadly hands of Wolkirk the Savage. It aided him on his bloody conquest to eliminate any that the Suvan Empire chose as his mark and was thought to be his favourite dagger to use in assassinations given its power. Wolkirk used the blade in the mission that saw the end the Nymkarta line, felling Emperor Kovinus, his family and the many retainers, soldiers and court mages that had joined Alahea's leader on a fox hunt in the Treval Woods.

Although successful in assassinating the emperor, he failed to wipe out the entire line, the powerful mage Sagallius Hrinn using his own powerful personal magic to toss Wolkirk into the void. The act spared the young princess Kova but sent the mage into extreme overgiving. With his mind fractured and the beginnings of insanity wrapping its fingers around him, Sagallius' last act on that torn and bloodied battlefield was to retrieve Akaija's Razor.

And so it has remained with the mad wizard-turned God, kept with Sagallius' many other artefacts and relics, wasting away in the darkness from which he operates.


Weapon Powers/Abilities
The name of this dagger is a complete misnomer as the Goddess Akaija had no part in its creation. Instead, it was the over stressed and tortured soul, mind and djed of an Alahean mage that gave this deadly instrument its defining characteristic, her shattered psyche imbuing the blade with the power of the void, enabling it to plunge its surroundings into total blackness when activated. Her djed lives on in the blade, withstanding the Valterrian and the five centuries that have followed due to the expert Isurian craftsmanship and their specialised steel.


Last Known Location
It is common knowledge that the crazed Alahean mage-turned-God Sagallius retrieved the blade from the torn up fields where the fateful battle between himself and the Suvan soldier-turned-assassin Wolkirk occurred. Where it is now, however, is a mystery. Some think it must be wherever the mad god is while others believe it could be with his champion, the golem Supervisor Drainira, on her other world 'Opportunity'. It is said that the Goddess of Night and Shadows is actively on the hunt for the blade, wanting to destroy it and end the false association it has with her. The Order of Radiance is also believed to be actively looking for it in their endless quest to banish all things dark and linked to Sagallius.
Image
User avatar
Zeva
mild annoyance
 
Posts: 89
Words: 47531
Joined roleplay: October 8th, 2012, 6:36 am
Location: Lhavit
Race: Kelvic
Character sheet
Storyteller secrets
Plotnotes

Weapons of Legend Challenge Weekend (22-23-24)

Postby Adeliz on June 25th, 2018, 3:32 am

The Weapon Challenge

The Twins

The Twins appear to be a simple silver necklace composed of two chains that wind around each other. When it transforms into a weapon, it becomes a simple wire garrote with wooden handles. In a word, it is unremarkable. And perhaps, that is the way it wants to be. The Twins have swept through about four hundred years of Mizahar’s history, largely unknown but working just beneath the surface toward some purpose that none can comprehend but themselves. Whoever becomes their bearer will hear their voices in their head. Most often, the voices will come as whispers, sometimes loud enough for the wearer to hear, sometimes so low the wearer cannot. It is in times like these that the Twins are communing privately with each other. Sometimes, these private whispers are plots and schemes. Sometimes, they are merely the quiet, kind words good siblings would share, meaningless secrets that prove the two are loyal to each other. Sometimes, it is gibberish, nonsense meant to make the bearer fear what secrets are being shared just beyond the comprehension of their hearing, a simple way to manipulate and control the person to the Twins’ purpose.

As they are Twins, there are two voices. The first, the more present and potent, belongs to the sister. If one grows close enough to learn their names, they will find hers is Beverle. She is the one who reads the bearers and possible bearers and selects who would fit their goals best. With her honey sweet voice, Beverle is the manipulator, driving the three- herself, her brother, and their bearer- toward some ultimate end. Or perhaps a beginning.

The second voice is Benjamin’s. Of the two, he is the tactician. It is his wiles that have laid their path through the centuries, his ideas that have moved them closer and closer to whatever it is they want. When one hears his voice, it is the blunt words of an intellectual stating the facts. Some might mistake this for emotionlessness, for apathy, but of the two, he is undeniably the more passionate, especially in his dedication to their purpose.

It takes a brave soul to put on the Twins, once one knows their weapon form. In a way, it is the Twins demanding a show of trust in them. One thing a wise bearer will discover is that the Twins’ purpose will often include the bearer’s own dreams and desires, a way of motivating them to complete tasks the Twins assign. But if the Twins demand to be given away, it is best that the bearer do so. If the voices stop completely, the bearer should abandon them immediately. A fair share of bearers have been found mysteriously strangled. In fact, only one has ever carried the Twins to the end of her natural life, a woman named Magda.

As Magda’s story goes, she was an unremarkable woman, one that no one took notice of or not enough so for those people to speak up, neither hideous nor exceedingly beautiful. Perhaps that was why she took notice of the Twins, discovered them in a box bound together in a knot of other unwanted jewelry. Before their voices ever called to her, the necklace spoke to her, and she bought it at a poor price without a word.

No one had ever spoken to Magda, and her silence had some assuming she was dull. But if any would’ve spoken to her, they would have found that her voice was rich, a slow and smooth slur that caused words to tangle and trip over each other elegantly. When Beverle spoke to her, Magda didn’t seem surprised that the necklace contained voices. She responded, and the Twins were struck by her voice and her acceptance of theirs.

Those who thought Magda dull, now thought her mad, as she whispered to herself, sometimes smiling and laughing at what apparently no one had said. But the Twins had plans, and Magda accelerated them through those plans quickly. Whatever challenges the Twins presented, she completed, and soon, Mad Magda had a following that rivaled the government and heroes of her city. But at the height of her power, Magda disappeared, leaving the events they’d set up to unfold.

Many cities lay claim to having had the mad, muttering Magda live there, and perhaps all of them are right. In their pursuit of their goals, the Twins and Magda may have started putting a series of events into play in several cities. It is unknown whether Magda’s pursuits just lined up with the Twins or if her purpose changed theirs, but the three were inseparable until her death. It is uncertain whether they continue to pursue their own goals or if they are merely scouring the face of Mizahar for a reincarnation of Magda.

If one is fortunate (or unfortunate) enough to find the Twins, they will find the Twins will be helpful in offering advice that will advance them toward their goals. The Twins will have much advice and many stories, but the questions and quests they have will feel as if they are pushing the bearer to some ultimate end.

Last Known Location: Debatable
(Roll: 20/5)
User avatar
Adeliz
Forgotten sister
 
Posts: 48
Words: 68069
Joined roleplay: April 25th, 2018, 2:30 am
Race: Ghost
Character sheet
Storyteller secrets
Plotnotes

Weapons of Legend Challenge Weekend (22-23-24)

Postby Alexandra Gainsborough on June 25th, 2018, 3:55 am

Name of Weapon:
The Spooky spatula
Image

Weapon Description:
Kill em' and grill em'.
Not only is this beauty brilliant and nearly industructable it will make sure your burgers don't moo back.

Weapon History/Background:
This Izentor weapon was forged for the crafter human wife as proof of his affection and loyalty to her.

His wife's biggest fear was to become host to a Nuit and the two moving to sunberth did nothing to help. The pair lived here for a short time before the isur contracted with a malidictor to help craft the handle the rest could be done by the smith himself.

For months nothing special happened and she continued to serve food to anyone who would stop by. Until one day a ghost planted itself in a side of beef and waited, hoping to frighten the poor women. the ghost started to moo and when she was close enough it jumped out. With lightning speed she reached for the closest thing and swatted the ghost across the face with her spatula. Typically this would pass right through the spector however this time was different. The searing sting of the aerodynamic paddle collided with its face and sent it flying through walls.

Weapon Powers/Abilities:

23 - Deathslayer: Can hit any ethereal forms and causes terrible wounds to undead creatures.

11 - Imparted with Izentor (indestructible and baring a bit of an isur's soul).

Last Known Location:
To this day the spatula is used to serve guests at a little diner within sunberth. Where guests debate the authenticity of the tale and no undead creature step foot inside for a quick bite.
User avatar
Alexandra Gainsborough
Player
 
Posts: 114
Words: 77257
Joined roleplay: January 21st, 2018, 11:38 pm
Race: Human, Inarta
Character sheet
Storyteller secrets
Plotnotes

PreviousNext

Who is online

Users browsing this forum: No registered users and 0 guests