The challenge is to create a weapon that has, due to its history; where its been, how its been used, who has used it and what it can do, become legendary.
While the weapon's history makes it what it is, it's the name that stands the test of time. The name is what incites reaction at hearing it spoken; it is what inspires fear, confidence, faith or terror. So, be sure to name your weapon.
Develop the weapon's history. Where and how was it created? Was it created by mortals, gods or other? What has it seen or been through? Who has wielded it? What has happened to this weapon to make it legendary?
Of course no Legendary Weapon is worth its weight in djed without its powers and abilities. In order to avoid a potential Magical Arms Race, a number of potential powers have been selected and placed into two charts below. So, to begin the challenge, hop into Discord and get ready to dice (with witnesses of course). You will make two dice rolls. The first roll will be to determine your weapon's primary mystical property. The second roll will determine your weapon's secondary mystical property. Don't worry about the statistical aspect of the properties.
Primary Property List
1 - Roll twice and keep both results (ignore a roll of 1)
2 - Acidic Coating: Secretes a corrosive acid that coats the weapon's attack surface.
3 - Legendary Balance: Two-handed weapons can be wielded with one hand, one-handed weapons are weightless.
4 - Commanding Presence: Enhances one's force of personality; more intimidating, persuasive, seductive, etc.
5 - Berserker Rage: Ignore some amount of physical damage for a limited amount of time, wielder retains little self control.
6 - Disarmament: Makes opposing weapons more likely to be dropped when struck.
7 - Elemental Energy: Surrounded by a magical aura of either fire, ice or electricity.
8 - Quickdraw: Instantly appears in the wielder's hand, high likelihood of preemptive strike against opponent.
9 - Brutal Retribution: Wielder takes a hit and counterstrikes with brutal results.
10 - Concussive Force: Successful strikes cause explosions of force upon the target.
11 - Debilitating: High chance of hitting a critical part of the body.
12 - Health: Heal wounds and cleanse toxins on command
13 - Diseased: Causes rotting, festering wounds
14 - Reflective: High chance of reflecting targeted magic back on the one who cast it.
15 - Leeching: Drains djed from a target and transfers it to the wielder.
16 - Earthly Tremble: Causes the ground in the immediate area to violently quake and tremble.
17 - Bend the Wild: Inspires wild animals to ally with the wielder.
18 - Of the Sea: Command the waves; waterbreathing.
19 - Stormlord: Call upon thunder, lightning, rain and wind.
20 - Sentient: Has an average-above average intellect and personality (Choose form of communication).
21 - Darkest Night: On command can envelop the immediate area in impenetrable darkness.
22 - Unlife: Wielder does not need to eat, drink, breathe or sleep and does not naturally age.
23 - Deathslayer: Can hit any ethereal forms and causes terrible wounds to undead creatures.
24 - Lifedrinker: Rips years off of a victim's life and transfers them to the wielder.
25 - * Divinely Favored: Personally gnosis marked by a particular deity with 2 marks (Any deity except for Lhex).
* While a weapon can have divine influence in its creation, a Divinely Favored weapon possess 2 gnosis marks. The gifted ability will be very much like that of the 2-mark Gnosis with the weapon being either the focus for the marks or channeling it to the wielder if it is more appropriate for the specific marks.
Secondary Property List
1 - Roll Twice and keep both results (ignore a roll of 1)
2 - Glows when wielder is in danger.
3 - Made of Isurian Steel.
4 - Illuminates on command (equivalent of torchlight).
5 - Transforms into a mundane item of clothing or jewelry upon command.
6 - Chameleon-like camouflage upon wielder.
7 - Translate any language spoken to the wielder.
8 - Painful to the touch for all but the owner.
9 - (Illusion) Appear as a different race (true gender must be appropriate for gender specific race; wielder must be female to look konti).
10 - (Illusion) Appear as a different gender (of wielders actual race).
11 - Imparted with Izentor (indestructible and baring a bit of an isur's soul).
12 - Made of extraordinarily rare materials from another world.
Once you know what your weapon's properties are, name it and develop its history. You may submit up to 3 items (We are looking for quality over quantity). There will be a poll at the end. There will be goods to be had and all items submitted will have a chance of getting added to the game as historical Weapons of Legend.
Once again, I can't emphasize enough the importance of history and background in this challenge. Get creative! Tell us how your weapon gained its powers. Was it created to be magical? Did it gain its abilities over time and how? Were the gods involved in some way? My suggestion is to look at the prizes awarded for the past two challenges. They are magical items/minor artifacts with stories and history. Items like the Weapons of Legend, go even farther. They often have multiple owners and multiple stories that turn them into what they became. The powers you roll for can be taken in many directions as long as they adhere, at least at their core, to what your rolls dictate. If you get an Elemental Energy, what does it look like? Does it have a unique sound? Hell, maybe all of those around it feel a static charge when its drawn (if it is lightning of course). Questions of course are welcome to help you develop your own Weapon of Legend.
While the weapon's history makes it what it is, it's the name that stands the test of time. The name is what incites reaction at hearing it spoken; it is what inspires fear, confidence, faith or terror. So, be sure to name your weapon.
Develop the weapon's history. Where and how was it created? Was it created by mortals, gods or other? What has it seen or been through? Who has wielded it? What has happened to this weapon to make it legendary?
Of course no Legendary Weapon is worth its weight in djed without its powers and abilities. In order to avoid a potential Magical Arms Race, a number of potential powers have been selected and placed into two charts below. So, to begin the challenge, hop into Discord and get ready to dice (with witnesses of course). You will make two dice rolls. The first roll will be to determine your weapon's primary mystical property. The second roll will determine your weapon's secondary mystical property. Don't worry about the statistical aspect of the properties.
Primary Property List
1 - Roll twice and keep both results (ignore a roll of 1)
2 - Acidic Coating: Secretes a corrosive acid that coats the weapon's attack surface.
3 - Legendary Balance: Two-handed weapons can be wielded with one hand, one-handed weapons are weightless.
4 - Commanding Presence: Enhances one's force of personality; more intimidating, persuasive, seductive, etc.
5 - Berserker Rage: Ignore some amount of physical damage for a limited amount of time, wielder retains little self control.
6 - Disarmament: Makes opposing weapons more likely to be dropped when struck.
7 - Elemental Energy: Surrounded by a magical aura of either fire, ice or electricity.
8 - Quickdraw: Instantly appears in the wielder's hand, high likelihood of preemptive strike against opponent.
9 - Brutal Retribution: Wielder takes a hit and counterstrikes with brutal results.
10 - Concussive Force: Successful strikes cause explosions of force upon the target.
11 - Debilitating: High chance of hitting a critical part of the body.
12 - Health: Heal wounds and cleanse toxins on command
13 - Diseased: Causes rotting, festering wounds
14 - Reflective: High chance of reflecting targeted magic back on the one who cast it.
15 - Leeching: Drains djed from a target and transfers it to the wielder.
16 - Earthly Tremble: Causes the ground in the immediate area to violently quake and tremble.
17 - Bend the Wild: Inspires wild animals to ally with the wielder.
18 - Of the Sea: Command the waves; waterbreathing.
19 - Stormlord: Call upon thunder, lightning, rain and wind.
20 - Sentient: Has an average-above average intellect and personality (Choose form of communication).
21 - Darkest Night: On command can envelop the immediate area in impenetrable darkness.
22 - Unlife: Wielder does not need to eat, drink, breathe or sleep and does not naturally age.
23 - Deathslayer: Can hit any ethereal forms and causes terrible wounds to undead creatures.
24 - Lifedrinker: Rips years off of a victim's life and transfers them to the wielder.
25 - * Divinely Favored: Personally gnosis marked by a particular deity with 2 marks (Any deity except for Lhex).
* While a weapon can have divine influence in its creation, a Divinely Favored weapon possess 2 gnosis marks. The gifted ability will be very much like that of the 2-mark Gnosis with the weapon being either the focus for the marks or channeling it to the wielder if it is more appropriate for the specific marks.
Secondary Property List
1 - Roll Twice and keep both results (ignore a roll of 1)
2 - Glows when wielder is in danger.
3 - Made of Isurian Steel.
4 - Illuminates on command (equivalent of torchlight).
5 - Transforms into a mundane item of clothing or jewelry upon command.
6 - Chameleon-like camouflage upon wielder.
7 - Translate any language spoken to the wielder.
8 - Painful to the touch for all but the owner.
9 - (Illusion) Appear as a different race (true gender must be appropriate for gender specific race; wielder must be female to look konti).
10 - (Illusion) Appear as a different gender (of wielders actual race).
11 - Imparted with Izentor (indestructible and baring a bit of an isur's soul).
12 - Made of extraordinarily rare materials from another world.
Once you know what your weapon's properties are, name it and develop its history. You may submit up to 3 items (We are looking for quality over quantity). There will be a poll at the end. There will be goods to be had and all items submitted will have a chance of getting added to the game as historical Weapons of Legend.
Once again, I can't emphasize enough the importance of history and background in this challenge. Get creative! Tell us how your weapon gained its powers. Was it created to be magical? Did it gain its abilities over time and how? Were the gods involved in some way? My suggestion is to look at the prizes awarded for the past two challenges. They are magical items/minor artifacts with stories and history. Items like the Weapons of Legend, go even farther. They often have multiple owners and multiple stories that turn them into what they became. The powers you roll for can be taken in many directions as long as they adhere, at least at their core, to what your rolls dictate. If you get an Elemental Energy, what does it look like? Does it have a unique sound? Hell, maybe all of those around it feel a static charge when its drawn (if it is lightning of course). Questions of course are welcome to help you develop your own Weapon of Legend.