Darkening Skies - Items

Grey

Dialectical Hermeticist
Skyships are a popular and effective means of travel around Imeria, primarily used by those with wealth and influence. They are constructed by Magi, primarily, and while any Pattern can create the chassis for the vessel the propulsion systems must be created by a few specific instances. Of course, innovative and imaginative Magi could find other options.


The Endjinn


A prison of brass and gold constructed by Conflagrants, the fire djinn fused with the heart of the device can be commanded to send flames through piping to produce thrust and lift. Some small, fast ships used for fighting employ this system to move at incredible speeds, but cannot achieve the lift and size of other vessels. Oftentimes, the vessel in question features of a balloon of heated gas suspended above the body with the djinn providing gas and heat. Othertimes, the djinn manipulates thermals to power stately, large, gliding craft forever on thermals.


The Netherwinds


A rare and esoteric system created by Necromancers, a Netherwind vessel exists partially in the realm of the dead at all times. It sails on the strange currents of the World Without Sun, and requires a highly skilled navigator to use. In the hands of a Necromancer pilot, these ships are among the fastest and most agile. Some can even slip into the underworld for short times and emerge elsewhere.


Magnetodrives


Primarily used by Stormlords, with a variant employed by Guardians, this system lifts and propels the vessel by interacting with magnetic fields. They hover, eerily, in the air. Stormlord versions are faster than those of Guardians, but Guardian-made ships are far sturdier and reliable - often more like mobile towns than anything else.


Windriders


Another Stormlord creation, powered by wind. Light and small, they are very quick but fragile.


Beasts


Beast vessels are employed by Twilight Caste and Communers. Huge, living animals, their methods of locomotion vary wildly, from wings to gasbags.


Shadowships


A rarely seen variety of propulsion that conjures living shadows to carry the ship around. They are less effective by day, with some powerful exceptions, and work with terrifying efficiency by night.
 
Last edited by a moderator:
Mundane Weapons


A variety of weapons exist from all over the world that serve in close combat and use no magic to do so. From Kaeri daggers to Stormcircle spears to Orcish axes to Elemental katars, many weapons can be found and used.


Simple ranged weapons also exist, such as javelins, slings, bows, and thrown knives. Different regions and individuals have different preferences. For example, the warriors of House Olimak prefer to use their natural strength augmented by fist-weapons such as brass knuckles. The Elementals of the Awakened Wood like to use bows and spears, while the Treefolk favour more magical equipment.


The Orcs, however, have achieved the pinnacle of mundane weaponry. Orcish metalcraft outstrips even Kaeri and almost matches Guild metallurgy without magical enhancement. Better, Orcs have constructed firearms that have some major advantages over magical guns.


They don't need Magi to reload them. They can be mass-produced. Anyone can use them. And more importantly, once one understands their function, anyone can build or modify them. Many Orcish designs have been improved upon by industrious humans and rats. The town of Grulhavern near the border of Stormcircle even put the Orcish rifle on their banner in recognition of how much it aided in their revolution against their Magus ruler.


Orcish Revolver


Orcish Rifle


Orcish Scattergun


Orcish Cannon


Enchanted Weapons


Many melee weapons are enchanted by various Magi. These are one-of-a-kind, custom-made, very expensive items. They are normally named, and some customers will go so far as to pay the creator not to repeat their specific design ever again. Enchantments can vary quite a lot, from spears that electrocute their target to bells that raise the dead. They really are limited only by the ingenuity of the Magus and imagination of the customer.


'Casters


The Magi have developed ranged weapons of their own, called 'casters. These all work by using various Magical effects to propel projectiles or magical energy against their targets. Not every Pattern is suited to this purpose, or creates a very efficient model.


Railcasters


A stormtech weapon, sized for pistol, rifle, and cannon that uses magnetic fields to propel steel slugs at supersonic speeds. Somewhat bulky and lacking in ammunition unless used by a Stormlord, not to mention the risk of collateral damage. Less difficult to power than Stormcasters.


Stormcasters


A stormtech weapon that fires bolts of lightning. Short-ranged but devastating.


Screamcasters


A unique Necromantic invention, in pistol and rifle variants. Screamcasters are fuelled by ghosts, normally of animals, firing chunks of shriekingg ectoplasm at their targets. Powerful since they ignore armour and strike the soul directly, but they trade damage for penetration and are difficult to reload without a Necromancer.


Boltcasters


Pistol and rifles made by Conflagrants, they use a contained explosion to propel spheres of metal. They can be somewhat heavy, but are at least easy to reload.


Flamecasters


Essentially a flamethrower. Short ranged most of the time, bulky, and difficult to re-power, but quite potent if a bit temperamental.


Lightcasters


Pistols, rifles, and cannons built by Torchbearers, they fire focused beams of light that burn and pierce targets. Effective against Vampires. Some variants are solar-powered but slow to recharge. Very accurate, impossible to dodge, suffer somewhat due to diffusion of the beam through smoke or water.


Accelerators


Rare and made by Chronomancers, these are little more than a tube with a trigger. The trick is in the projectile - a bullet dropped from a cliff or fired somehow, then locked in time. Pulling the trigger removes the enchantment, allowing the projectile to resume it's early velocity.


Shadowcasters


Useable only by Shadows and extremely dangerous, Shadowcasters fire by methods unknown and use ammunition composed of shaped darkness. Sometimes they fire tiny imps instead that gnaw and burrow on the target.


Toothspitters


Curious plant/animal hyrbrids, Toothspitters are comprised of a tube between one and three feet in length, with a hole at one end, and a larger, handle-like construction at the other. By filling a opening on the side with small, sharp fangs, and squeezing the small flange near the finger grip, the weapon performs a powerful peristaltic spasm, propelling the tooth with armour-piercing force.


Paincasters


A rare Heartwright creation, Paincasters are usually non-lethal, simply inflicting pain or sleep on their target.
 
Blessed Items


Blessed items are deceptively simple, being distinct from enchanted items in that they provide simple bonuses to related rolls. Enchanted by Seers, these range from a sword that has +1 to hit, to a book that provides +1 to Investigation, or even situational bonuses - a sword fated to kill a king, gaining +2 on any roll leading to that destiny.


Cursed Items


Cursed items come in two flavours - those cursed by a Seer, with various penalties and maladies, and those cursed by other Magi for other, nefarious purposes. The Last Laugh is a perfect example - a severed head, Necromantically cursed to laugh mockingly when it is recognised before exploding in a shower of bony shrapnel and Necromantic energies. Similar is the Axe of Living Death, which kills the wielder, but binds their soul to the body. The Axe is not an intelligent item, however, having only a mild capacity to tempt prospective victims with promises of immortality. Cursed Communer creations are better known as 'monsters'. Fools' Diamonds are glass reproductions of real diamonds that freeze a person in time when stolen. The Blind Man's Torch emits a pulse of eye-searing light when lit.


Enchanted Items


Enchanted Items are less deceptive in their simplicity than blessed items. Their effects are more obvious and spectacular, as a rule. They range from flaming swords to axes of ice, to shields that blast an enemy with lightning or boots that allow the wearer to ride upon the wind.


Curios and Artefacts


The Memory Ring: A simple, gold ring inlaid with a ruby. Used as diaries or notekeepers. On request, the ring will communicate telepathically with the wearer in a pleasant voice, in whatever language the desired information was recorded. More ornate rings can even record and replay emotions and experiences.


Gargoyles: Gargoyles are collaborative creations of three Magi - A Guardian, a Heartwright, and one other Magus. The Guardian constructs the stone or steel body, and the Heartwright gifts it with a simple mind. The most common Gargoyles were designed as nocturnal sentinals - with the aid of a Torchbearer, the Gargoyle was made to absorb sunlight by day to power its animation, and by night protect the owner with tooth and claw. But other Gargoyles, powered by fire, or moonlight, or even flesh exist. . Especially well-made Gargoyles have learned to think, perhaps to feel, over the years of their vigil.


Singing Stones: Similar to Memory Rings, Singing stones are flat, disc-shaped stones that contain songs and music


Phylacteries: These rare and dangerous amulets contain the souls of Necromancers. Made of silver, bone, and set with a large amethyst, wearing one will grant access to all of the Necromancer's power – but will also set in motion a battle for control, as the Necromancer strives to possess the body of the wearer and return to life. On wearing the amulet, or using its power, the wearer must roll their Willpower and Composure against the Willpower and Logos of the Necromancer, difficulties static at 8. Failure gives the Necromancer control of the body, and imprisons the soul of the original owner in the phylactery. However, the trapped soul can make the same roll to re-assert control once every two hours. The Necromancer will likely use the trapped soul to placate the Fiends – when the Necromancer would take damage from a Fiend test, that damage is transferred to the trapped soul.


Eyeglasses: Delicate Lion Brass frames set with amber lenses, these fragile artifacts allow the wearer to see things otherwise unseen. However, the glasses are capricious, and could show any number of supernatural things when worn, from ghosts to Spirits, and never more than one at once. Additionally, when looking into some realm beyond the real world, the wearer is usually blind to objects, people, even landscapes in the material plane. As such, it is advisible to stand still when wearing them.
 
Aeshattar – Godslaying Sword


A two-handed sword, forged of some golden-coloured metal and engraved with unusual runes – similar, but not quite like Imperial.


The blade is rumoured to have been used to kill the Old Gods.


Beyond Mortal Ken: The wielder gains +3 to Offence, Defence, Speed, and Combat Pool.


Godslayer: Wounds caused by the weapon never heal. Ever.


Magebane: Raises the difficulty of spell casting actions within thirty feet of the blade by 1.


Jura's Transcendant Pearl – Jewel of Physical Perfection


A pink pearl, warm to the touch and just small enough to fit in ones mouth.


Legendarily turns the person who swallows it into a god.


Swallowing the Pearl grants powers equivalent to a Logos 5 Communer


The Rain Bow – Stormslinging Bow


A bluish, composite longbow, made of mysterious substances that are like both metal and wood, the drawstring can be unstrung only from the top, but remains attached and is likewise made of some odd material. There is a sapphire mounted on the front. Said to destroy with the force of a storm.


A location or person struck with an arrow fired from the Rain Bow will be destroyed utterly six hours later by an immense lightning storm. By drawing and firing without an arrow nocked, the wielder may fire a bolt of lightning, instantly killing mortals. An arrow fired into the sky will cause a rain for 14 days.


The Reaver – Bloodrinking Blade


A one-handed longsword with an odd, wavy blade and a lead skull mounted on the hilt.


Rumoured to drink the blood of its victims.


The Reaver deals 1 Health damage to the wielder when initially wielded. It transfers all damage dealt as health and con to the wielder. By driving it into bloody soil, it raises up to ten corpses buried nearby under the complete control of the wielder.


The Bitter End – Coastal Cleaver


A mighty axe, made of blued steel and ice. Stories say that it can cut the coast in half.


Uses the stats of the Great Axe, in addition to the following properties:


Salt Rime: Causes a -2 penalty when striking targets that can feel pain. Deals bonus damage to Vampires of any clan but Yaundae.


Summon Seas: By cutting into the ground, the axe can summon either a wellspring of pure water, or an immense boiling geyser, depending on the intent of the wielder.


Debt to the Oceans: On striking a structure, such as a castle wall – or a cliff face – the axe causes it to erode as though struck by centures of tidal forces.


World-Bearing Aegis – Divine Bastion


A bronze shield, worked with runes and the signs of the Mountain, said to protect from any offense.


The World-Bearing Aegis provides the with effective Strength & Fitness of 5 (or +2 if the wielder has either stat at 5) for any purpose except combat. It cannot be penetrated by any weapon, and protects the owner from magic.


By placing it on the ground, and sprinkling it with blood from a supernatural creature, the Aegis can be transformed into a colossal bronze palace, impenetrable to aggressors. The palace persists until an honest man spills the blood of a child within its walls.


Severance – The Scythe Which Severs Souls


A scythe whose haft is golden metal, and blade a silvery hue, with a amber eye inlaid in the blade near to the base. It is said to be of unsurpassed sharpness, cuttin g a man's soul from his body.


Severance can be used to cut someone from their fate. By striking them with the blade with this intent, they personally are unharmed – but their destiny is severed. When they attempt to perform an action that advances their personal motivation or is vital to their survival, it suffers a -3 penalty and causes a luck roll.


Aeidimiir's Belt – Band of the Dreamwalker


This belt is studded with rubies, which seem to reflect the thoughts of the onlooker. Legendarily said to allow the wearer to read thoughts.


The belt in fact allows one to walk through minds. The wearer can step into a mirror, or other reflective surface, and travel through the mind of the nearest person. They can step from this one mind into any other – and exit by the mirror or reflective surface closest to that person.


The Fallen Star - Worldheart


A small, spherical red garnet wreathed in flame. Said to grant indomitable might to the wielder.


The Fallen Star implants itself in the heart of the wielder, granting them power of fire, limitless drive and energy, and allows them to call fiery meteors from the heavens. Grants Willpower 10


Removal kills the bearer


Sunshard – Broken Star


The Sunshard is a blade forged of pure light. Sunlight, in fact – allowing it to destroy Vampires and other creatures to whom such is anathema.


The Sunshard shapes itself to the preferred weapon of the wielder. It gives them absolute knowledge of combat, and of themselves. Regrettably, it also blinds them.


Cloak of Night – Canvas of the Stars


A cloak made of living shadow, soft and sleek. Wearing the cloak makes you alluring, beautiful, and mysterious to onlookers, providing maxed out social stats. Wrapping it around yourself makes you invisible. But the moment you pass out of sight, you are utterly forgotten.


Ishara's Locket – Wherein Time Is Kept


A small, silver locket with a tiny hourglass built in. It is said that the wearer will never age, and can die only in battle.


The locket stops the wearer from ageing. It can also allow them to slow and speed time in a two foot radius around the wearer. With enough practice, it can be used to lock people in time, and even spirit them away to a pocket dimension within the locket.
 
Constructed Intelligences


Running a Stormspire is a difficult task. Crewing a flying city is a nuisance. If only there was some way to make the machines think for themselves rather than need constant supervision.


Fortunately, Heartwrights had that idea long ago. Pioneered, refined, and perfected by Treefolk Heartwrights, the Constructed Intelligence is a soul-less mind built from the ground up to manage complex systems and devices. Treefolk are unwilling to share their methods, but other Heartwrights took the basic idea and added CIs to many Spires, castles, businesses, and other things. CIs are difficult, time consuming, and resource-consuming to produce, but extremely useful once made.


Properly woven into a structure, a CI can control the doors, atmospheric control, monitor security, transmit messages, and if made properly will be obedient and pleasant.


Some horror stories exist of poorly-made or illegally modified CIs that developed genuine personalities instead simply mimicking them. Most of these stories end in the CI being wiped before it causes any further loss of life.


Necromancers are capable of a similar feat, but they just politely offer a ghost employment and a slight magical boost. Necrotech is often literally haunted, as a result, but the ghosts tend to be amicable and conscientious.
 
  • Useful information for travelers! What to expect at high altitudes! Your emergency exits are located here, here, and here!
 
Supplemental Gear


Yrvanim Pocketsand


A specially formulated blend of sand and ground glass doused in irritants, stored in a handy throwing-scoop. Apply to the eyes and face of an enemy to render them temporarily nonfunctional.


The Yrvanim accept no responsibility for misuse of this product and do not guarantee the temporary impairment of function will be of a duration less than the standard mortal lifetime.
 

Users who are viewing this thread

Similar threads

Back
Top