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✧Nereid✧
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Nereid appears as a calm being of the sea, being able to transform into a mermaid and manipulate water. She wanders the land in search of a lost friend, whilst also escaping the stress of reality. Appearance: Nereid appears as a gentle light-blue haired woman with dim fuchsia eyes tinted by lavender hues. Hidden beneath her hair, lies fin-like ears that are coloured the same as both her eyes and her mermaid tail. She often wears a particular set of teal-coloured clothing or similar-coloured garments, as it was the outfit she wore when she was last with Rael.
Name: Nereid Valantis
Nickname: Nora, Val, Nene
Gender: Female
Playtime: A year and a half
Objective: On the first day she arrived in the virtual realm as Nereid, she met a kind masked stranger who showed her around his favourite places and sights, quickly submerging her into the beautiful and fantastical world of the Wish. They adventured together for many months, quickly becoming close friends. He even helped her find her first artefact, which they nicknamed Poseidon's Pendant, due to its abilities and original resting place. However, one fateful day, the same day the sky whale was sighted in the real world, Rael disappeared. They never pried into each other's private/real lives, and since she had never seen his face, she wasn't even sure if he was a person living in the real world or not. But either way, her objective wandering through the Wish is to find him again. She has already explored the areas she remembered being his favourite, so she's currently aimlessly searching throughout the lands.
Items:
- ✧Three additional sets of clothing, one of which is specifically for her mermaid form - acquired through various garment stores
- ✧A steel tanto(knife) with a pitch-black sheath - acquired when passing through a village of samurai dolls
- ✧A modern swiss-army knife - acquired when passing by a modern city of faceless people
- ✧A basket of rainbow-coloured apples that have random flavours - acquired when passing by a glaringly bright rainbow-coloured land
- ✧A medieval crossbow with 17 steel-tipped wooden bolts - acquired when passing by a medieval land plagued by war
- ✧A silver trident embedded with sea pearls - acquired from a crystalline sea cave
Appearance: Viola appears as a confident and independent woman, with deep chocolate brown hair and bright amber eyes.
Name: Viola Mitton
Gender: Female
Age: 20
Occupation: Student, continuing her third year of a degree in Business and Finance
Personality: Despite her haughty appearance, Viola is rather level-headed and easy to talk to. Although not someone you'd want to go to for emotional advice(has a lack of empathy), she is someone that you can just hang out with to have a good time(optimistic, laidback, doesn't ask questions/pry). She often enjoys hanging out with friends and relaxing, but she, unfortunately, doesn't get many chances to do so at the minute. One of her greatest loves in life is swimming, alongside VR gaming of course.
Backstory: For as long as she can remember, it's always been just her and her father. She had snuck peeks at her mother's hidden photo from time to time, but it was always just a mild curiosity rather than longing. It was hard for her to want something she couldn't imagine having afterall. Under her father's care, she grew to be quite a mischievous little tomboy, often causing chaos and liveliness wherever she went. All was well until her father's business suddenly began deteriorating. It seemed to be caused by a bunch of unlikely coincidences, lucky competitors and just plain old unfortunate timing, but to Viola, it seemed a little too coincidental.
Switching her university plans last minute, she swapped onto a Business and Finance degree in order to help her father in the future. Viola was never good at studying, even more so on a subject she wasn't particularly interested in, but she persevered for her family's sake. Since her dad couldn't really support her that well at the minute, she got herself a part-time job as a swimming teacher in a local primary school as well. Of course, with all this added sudden stress, Viola began deteriorating mentally. Her father tried to talk her out of it, especially as he could see how stressed she had become, but she was resolute on helping out her only family member.
In order to help vent her stress and fatigue, Viola delved further into the VR games she'd always loved and eventually discovered the fantastical world of the Wish. Name: Poseidon's Pendant
Description: A teardrop-shaped sapphire wrapped delicately in silver carvings. The gemstone is cool to the touch and gives a similar feeling to being submerged in deep-sea water.
Effect:
Limitation: Similar to how Poseidon does not get along well with Zeus, the water pendant does not function properly during thunderstorms. The user will be stuck with whatever state the pendant was in when the storm first arrived.
- ✧In its dormant state, the pendant shines blue and allows the user to manipulate water in their nearby environment. The user also gains a pair of fin-like ears that help them navigate/find locations through bodies of water.
- ✧Limitation: The user cannot summon water out of thin air, nor control water a far distance away.
- ✧In its activated state, the pendant appears blackened/dull in colour and allows the user to manipulate and summon water nearby. The user is also transformed into a mermaid form, with their legs merged into a single scaly tail that allows them to swim rapidly through bodies of water.
- ✧Limitation: The user cannot summon more than a barrel of water out of thin air, nor control water a far distance away.
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Valentine is a treasure hunter. The majority of the seven years he's spent in Wish has been dedicated to just that, and he's made himself a bit of a name and a small fortune selling plenty of items and a few artifacts for real-world money. If there's rumors about a new artifact, or a hot item, Valentine will be the first on the trail. Occasionally, someone will hire him to find something for them. His castle houses a small gallery of weapons and such that were to his liking and remain unsold. All of this has been achieved in spite of the slightly aloof, too-good-for-this smug air that he constantly puts off.
Valentine stands tall at an exact 6 feet, has a slender frame, and a pale androgynous face. Two long swords sit on his left hip. His wavy pastel silver hair falls to the small of his back. In short, he’s a pretty boy, with a flair for the dramatic.
Name: Valentine
Gender: Male
Playtime: Approximately 7 years total, 4 years on the Valentine account
Objective:
Making money, and the thrill of the treasure hunt and prestige that comes with it, are both equally important to Valentine. He works hard to keep a reputation and is rather proud of it. He has limits, however, and is not quite the achieve-goals-at-any-cost type. If another user has an item he wants to get his hands on, he will confront them directly whether to buy it off them or duel for it.
Items and equipment:
Clothing - A large billowing overcoat, for dramatic effect, with a roughly palm-sized green beetle brooch. Thigh-high heeled boots with soles made of a hard material that creates a very satisfying click - clack on hard surfaces, high-waisted pants, and a silk white shirt. Multiple gold rings on his slender fingers.
Weapons - Two katana, roughly 5 feet in length. He may refer to them as his magic swords or imply they are an artifact, despite the fact that they are completely ordinary besides their ridiculous length. Perhaps a red herring to deter thieves.
In inventory: A couple of wine glasses, and two bottles. Parchment, ink, and a dip pen. A few healing items. A small knife for utility. Strong rope with an optional hook. One lantern, and matches. Spyglass. A few maps that are less traditional and more depictions of landmarks and instructions for travel, and a few regular maps of the largest cities.
IRL art WIP
Name: Heidi Rossi
Gender: Female
Age: 20
Personality: Contrasting to her persona Valentine, Heidi is quite shy in person. She constantly puts off important things such as making doctors appointments, always has someone else call restaurants for delivery, and goes shopping at 1am when the stores are empty. The majority of the people she talks to outside of Wish are family members or people she managed to keep in contact with from school, though there are few. On her own, she’s fine, but as soon as other people get involved in the mix, it causes issues.
Her anxiety stems from a place of deep insecurity and perfectionism. She struggles to stand up for herself, can’t handle confrontation, and as a result, can end up silently holding grudges while feeling completely powerless to do anything about them.
Besides Wish her hobbies mainly revolve around retro items and culture, and she has used her riches to fill her small home with quite the collection of books, comics, manga, blue-rays, and old gaming systems, though she would never dare admit how huge of a nerd she is.
Backstory: Heidi was raised as a single child by her two parents. Life was good early on, and as she did well in her beginning school years, her parents had high expectations and placed her in advanced classes. Despite being from a family that was middle-class at best, they scraped money together to send her to a private middle school in hopes that eventually she’d be able to go to a good college and have the future they were never able to achieve.
This only lasted so long as all the pressure, a bit of bullying, and a developing mental illness made her cave in and it became impossible to perform up to standards. Her family reacted poorly, not understanding, and she was often punished in various ways and restricted from leaving her home, creating a cycle of worsening circumstances.
At age 13, she had been gifted a VR headset and access to Wish. Initially it was used just as a form of escape into fantasy- nothing in Wish was real, and nothing mattered, nothing she did mattered, as so, she could do whatever she wanted. There she had a newfound freedom from her anxiety, and she spent all of her free time exploring and learning about the world. When the first rumors about a new artifact came out after she got her headset, she desperately wanted to find one of the magic items all the coolest players had, and, crazily enough, it appeared in one of the areas she’d been familiar with. Shortly after another user contacted her, frustrated at not having been the one to get their hands on it, offering to buy it off of her for an amount no 13 year old could refuse. A little dejected over the loss, but exhilarated by money and the fact that she of all people had found an artifact, she set out to find another one. And thus, treasure hunter Heidi was born.
She’s gifted all her items to a new account once before in order to re-do her character creation, and the Valentine account and persona has been around for about 4 years, having been crafted in the image of her favorite hot anime boys.
As soon as she could, Heidi moved out of her parent’s house, and has had minimal contact with them since. They’re not aware of her role in Wish, and as far as her family is concerned, she’s failed them.
Name: Levitas Cabochon
Description: One of the rings upon Valentine's fingers has a golden band and holds a large, ovular, pale pink gem. If you look closely at it, inside you can see that the cut is strangely organic in a faint brain-like pattern.
Effect: It grants him the ability to use telekinesis on up to two objects at a time.
Limitations: He cannot use telekinesis on himself. Additionally, the range is 36 feet in any direction. If an item left that range, he would lose control over it.
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Cord is an energetic player who specializes in scouting and long ranged weapons.
Appearance:
View attachment 701935
Cord stands at 5'10", has a slightly tan skin tone, short, white-blue hair, and teal eyes. He's often seen in baggy overalls with compression clothes worn underneath and weapons strapped around his waist and hip area.
Name: Cord
Gender: Male
Playtime: 3 years
Objective:
Cord is a scout, or information gatherer. He has spent much of his play time gathering information about wishworld, fauna (bot mechanics), fellow players, and whispers of artifact locations. In that way, he is somewhat of a treasure hunter; however, he rarely keeps artifacts he finds unless he sees them as being useful to him personally. He may, instead, leave the artifact where it was found, bring it to a broker, or even fetch it for someone who is looking for an artifact, for a price. It is more of the adventure and thrill of the chase that gratifies him.
Items and equipment:
Clothing:
-Blue and Orange overall shorts
-faded black compression top, long sleeved.
-Light armor- black, extracts from sitting points to cover certain areas upon button press. Keeps left forearm armor enabled.
-Boots- knee high, lightweight metal, has blade extracts near toes primarily used for climbing.
-Blue compression shorts worn under overalls.
-Purple poncho, placed in inventory when removed.
Weapons:
-Two pistols, held on right side with block holster. Upgraded poison and shock effects.
-Anelace (long dagger), sheathed on back.
-Sniper rifle- Inventory
Inventory:
-Parchment
-Ink
-Pen
-rope
-thieves tool set; small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
-binoculars
-[Empty- Poncho]
-Minor healing agents
-Whistle
-Ammo 1
-Ammo 2
-Sniper Rifle
-Flint, fire starter
-Two climbing picks
-Spare clothing
Name: Hyrem "Ryn" Lukin
Gender: Male
Age: 22
Personality:
Hyrem is often playful, wishing to express his energy and open-mindedness to garner friendships. He tends to care for people easily and shows support on many things, but it may not be his honest opinion. Like many, Hyrem is riddled with insecurities that he hides behind a persona. His biggest insecurity is feeling useless and unwanted, which has often pushed him to go out of his way for others who wouldn't do the same. However, it has also pushed him towards doing things with his energy, such as learning different skills, in order to feel useful. Hyrem also has somewhat of a chip on his shoulder when it comes to his past and personal issues, quick to get defensive or closed off if people someone tries to pry beyond what he's chosen to share.
In Wish, Hyrem is far less filtered than he is in person, considering Cord to be a version of himself that is more free. Though he often holds to his playful and open minded side, he is less likely to do things for others without having something in it for him. He isn't afraid of being seen as annoying, dumb, or an asshole for doing what he wants, which includes being a bit nosy and reckless in-game.
Backstory:
Hyrem was born into comfortable wealth with two workaholic parents and an older brother, eight years his senior. They didn't have a steady life at the time, moving often due to his parents' jobs. His elder brother, Ivan, took care of him when his parents weren't around or stayed late at work. Even as child, Hyrem was active and rambunctious, not interested in staying still for long. His brother introduced him to video games as a way to keep him entertained when Ivan was busy, something he has kept a love for over the years. However, when Hyrem was twelve he and Ivan were involved in a car accident that cost Hyrem part of his left leg, and his brother's life. He spent some time in the hospital, and upon being released, was sent to live with his uncle. His parents saw it fit, as it gave Hyrem a stable environment for school and physical therapy, and they sent money to his uncle every month for keeping him. His uncle used part of the money to buy Hyrem his own VR set and games when Hyrem was seventeen, having saved all of the money sent for Hyrem to use when he became an adult.
Hyrem still holds a good relationship with his uncle, despite being a bit of a troublemaker in his teen years. He didn't begin really making friends until his last years in school, and he graduated with mediocre grades. Currently, Hyrem is still trying to decide on a path for higher education, continuing physical therapy, and is working part time at a local shop for experience. He plays Wishworld in his free time, using it as an escape from stress and a way to kill time.
Name: Mirror
Description:
A small, orange, diamond-shaped jewel that can be worn as jewelry or augmented into armor. Cord chooses to wear it as an earring at most times.
Effect:
Mirror allows the user to capture moments in time, called fragments, and review them in full detail at will. It can take pictures, or recordings of up to six minutes. Recordings have an area of effect of ten feet. The user can favorite a fragment to prevent it from being automatically erased.
Limitation:
Mirror can only hold forty pictures and five recordings at a time.
The user must delete fragments when the memory cap has been reached or else it will record over previous fragments automatically.
Erased fragments associated with Mirror can not be restored. The user will no longer have access to details provided by Mirror, even if they do remember the subject at hand.
Mirror can react based on emotional response. Picture fragments can be filled by random moments in time if the user is subjected to spikes in emotion beyond what is deemed normal for the user.
The user can only favorite two fragments a day, and can only have two favorites at a time.
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NAME | Willow
GENDER | Male
PLAY TIME | 4 years
OBJECTIVE | Escapism. Asher plays to avoid the guilt of his work and make whatever amends he can (even if they’re virtual). He collects items to brew into status buffs and healing objects, and joins missions to act as an aid and take in the sights. He takes his lighthearted persona in game very seriously, determined to not let his work seep in - he’ll log off before he shows any type of frustration or negativity.
PERSONALITY (IN GAME) | His personality in game is vastly different from real life.
UNDERSTANDING - He’s patient and will take the time to listen to and understand his fellow players. If someone fails an objective for the team he’ll be the first one to assure them it’s no big deal.
PACIFIST - If he sees players not getting along, he’ll encourage them to make up and will step in even if it’s not his place to do so.
CALM - In game, he’ll laugh off most situations. While he takes his persona seriously, he tries to not let the game get too heavy.
APPEARANCE | His height is comparable to his real height (6'1"), with long red hair kept to the side by pins and a silver ring. He sports comfortable, practical clothing in earthy tones. His jacket has a high collar and fur rimmed hood, sashed to his artifact. If he's laying low for combat, he will use the hood to cover the color of his hair to decrease the chance of being seen by enemies.
INVENTORY - coming soon [/div] [div class="tabsContentplot hidden"]
NAME |Asher Knowles
GENDER | Male
AGE | 24
HISTORY | In the real world, Asher’s life lacks imagination. He works for a research company that’s paid off by massive corporations to approve working conditions, regardless of how safe the conditions truly are. It’s his job to fall in line and make sure his peers do the same. It was the monotony of sitting at the same research station every day, knowing all too well that any real discoveries would be swept under the rug - that caused him to buy a headset. He was hired under the pretense of environmental studies, to make the air a little clearer and his neighbor’s quality of life a little better.
Unfortunately, he found out quickly that no company would volunteer to spend more for the safety of their disposable workers. They’d rather sit on their wealth and let everyone else choke. It wasn't unusual to see companies bribing off his work so they could continue low quality air filtration or exposure to chemicals. Every day that Asher goes to work he’s painfully aware of the people he’s causing harm, but can’t leave his job without being out on the streets.
Asher has risen the ranks over time, eventually overseeing his department. Every time he climbs a rank in the company, his guilt grows with it.
PERSONALITY |
APATHETIC - Especially towards the elite, he’s apathetic towards their issues. After all, they’ve never worked a day in their lives, and wouldn’t know the first thing about hardship. He has a forced sense of apathy towards the lower class because it's difficult for him to face the guilt of negatively impacting them.
NEGATIVE - Because it's his job at work, he's always the one to point out the negatives in a situation. He's quick to nit pick and micro manage a situation.
[/div] [div class="tabsContentmisc hidden"] NAME | Pending/TBA
DESCRIPTION | A staff that is powered by items cooked in a flask - the effect of the staff depends on the item fed to the flask.
LIMITATIONS | While it can sometimes give an enemy a negative status effect, it isn't that useful for combat. If it runs out of juice and isn't restocked, then it's simply a normal staff and can be used to poke an enemy in a pinch.
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She doesn't like games and only really likes to use The Wish to message people, actually thinks the whole fantasy element is weird. But will push through learning about The Wish just so she can tear it down.
Appearance:
View attachment 706123
Name: Emilia24519Rivale
Gender: Female
Playtime: 3 weeks
Objective:
Collecting every Artifact in The Wish so she can either destroy or at least hide them somewhere. Her main goal really is to ruin this game so thought trying to get rid of these important objects would be a good way to do so. She can't stand reading any navigation guides so is getting by talking with other players and going by word of mouth where an Artifact could be.
Items and equipment:
-Long, Long, Long, Long Collapsible Sword (5 meters)
-Small Bronze Shield (1 Meter Diameter)
-50x Wumpa Fruit (Cheapest and Basic HP healing)
Name: Emilia Rivale
Gender: Female
Age: 13
Personality:
She never looked up to anyone, is what she liked to think. It would be part of her two hit phrase, "Well I grew up with all boys and I don't look up to no one!" She grew out of that too from elementary school though, saying phrases, didn't really show maturity. And she is mature! Maturity, by her definition: clean, not stupid, knows how to have a conversation, and does what they are supposed to do. Traits she is trying to instill into not only her baby brother but anyone with ears that needs to listen.
Relaxing is hard for Emilia, especially when playing video games she is always a bit on edge, but that's because she has internalized that she has to be a strategist. This gets problematic when she isn't quite a good one in the first place and that any conclusions she comes to is hard to change her mind. Things she tries to apply this most often is with social interaction. In The Wish, the whole place feels like social interaction, thus Emilia will try to keep a good smile and good graces to people she thinks she needs to do that for.
Backstory:
Grew up with 2 brothers, one older and one younger. Lower middle-class f single mom family, only one thing to complain about. The younger would always take after her, which made her happy because the alternative was her big brother who slaved away at world in The Wish. He'd play day and night, smelling horrible and leaving all the chores for her to do. Anytime they did see him outside his room, he was just angry and lash out. Her mom would tell her to just stay out of his way, going as far as punishing Emilia if she got in his way out of fear that Emilia would just lead to her getting hurt. He never got physical, but angry enough for anyone thinks he could. This stay out of his way mentality created a situation where he was always controlling in the house, Emilia suspected that's just what he wanted too. She sick enough about she'd complained to the school counselor. That created some eyes on their family situation as well as the noise complaints from neighbors when her big brother would really get in an angry tirade when she would try to confront his things.
But things only changed when her brother got caught doing some things really illegal. He would "hack" into parts of The Wish occasionally for certain groups, political messages or just to be silly or to play with some cash. As he got better, he started to be able to afford better equipment, better clothes. But not much for the rest of the family. Until he just left with all his stolen money out of the blue leaving Emilia with resentment and her mother with relief. Looking at what he left however, she found access to an account he never really used, just transferred an Artifact too. She quickly changed the account password and username and tried to look through it for some info on where he was. Nothing. But it brewed the idea for her, to crush this stupid Wish that made her brother rich, that her brother actually loved.
Name:C̴̢̮͍̹͔̭̜͉̱͕̭̥̈́ò̴͇̫͖̖̦̣̒̀͒̔́͂̂̕ṇ̶̢̡̧̛͕͉̲̺̻̮̗̫͙̽̾͊́̈́̇̎̑̎̈̚͠t̶̗̹͕̙̳͕̦̖̖̪̲̘͖̿̋̄̈́͐̈́̈́͋̐̍̕ͅͅŗ̵̢͚̣̫̰̦͚͙̎̀̆͋͗̈́̊̀̾̀̂͋̉͋a̷̭͚̝̥̺͚͎̣͍͐̉̆̌͂̍̔͘͠͠͝ͅċ̸̨͖̘͚̖͓͍͙͒̽̃͝ͅt̴͔̀̀̍ of a Beautiful Gate
Description: One of the "Acknowledged Artifacts", a set of artifacts made or stolen out of one of The Wish's Developer's room during a raid. Besides the fact they came from that raid, they aren't different in capability and variance as normal artifacts. This takes the form of an unending scroll made from Wishworld's Account and Ban code.
Effect: User can establish and facilitate an agreement between two or more sentient entities. User cannot force an agreement upon two or more entities and all entities within an agreement must be able to understand that they are entering a contract. C̴̢̮͍̹͔̭̜͉̱͕̭̥̈́ò̴͇̫͖̖̦̣̒̀͒̔́͂̂̕ṇ̶̢̡̧̛͕͉̲̺̻̮̗̫͙̽̾͊́̈́̇̎̑̎̈̚͠t̶̗̹͕̙̳͕̦̖̖̪̲̘͖̿̋̄̈́͐̈́̈́͋̐̍̕ͅͅŗ̵̢͚̣̫̰̦͚͙̎̀̆͋͗̈́̊̀̾̀̂͋̉͋a̷̭͚̝̥̺͚͎̣͍͐̉̆̌͂̍̔͘͠͠͝ͅċ̸̨͖̘͚̖͓͍͙͒̽̃͝ͅt̴͔̀̀̍ of a Beautiful Gate will allow for instant delivery of anything within the agreement and/or restrictions upon the entities.
Limitation: (and drawbacks, if any)
Exchange Clause: All agreements must be an exchange. Whatever an entity chooses to exchange, must have ownership over in one way or another. Exchanged items can be delivered and appear before a user instantly, but does not have to be. Exchanges can be of items that either party will have in the future and upon having ownership of that item, will then begin the delivery (if instant delivery was requested in the agreement).
Restriction Clause: The Artifact can create restrictions that force entities in agreement to follow; however, it must be within user capability. For example, it cannot restrict an entity to leap 1000 feet if the entity could not in the first place. The Artifact can force an entity to forgot a particular memory as it is capable of the mind to forget. Any new conditions afflicted on an entity that would further restrict will become the standard for the restriction.
Stolen or Lost Clause: Items may be exchanged but the C̴̢̮͍̹͔̭̜͉̱͕̭̥̈́ò̴͇̫͖̖̦̣̒̀͒̔́͂̂̕ṇ̶̢̡̧̛͕͉̲̺̻̮̗̫͙̽̾͊́̈́̇̎̑̎̈̚͠t̶̗̹͕̙̳͕̦̖̖̪̲̘͖̿̋̄̈́͐̈́̈́͋̐̍̕ͅͅŗ̵̢͚̣̫̰̦͚͙̎̀̆͋͗̈́̊̀̾̀̂͋̉͋a̷̭͚̝̥̺͚͎̣͍͐̉̆̌͂̍̔͘͠͠͝ͅċ̸̨͖̘͚̖͓͍͙͒̽̃͝ͅt̴͔̀̀̍ of a Beautiful Gate is only responsible for upholding the exchange once it has made. An exchange item can be stolen or gain new ownership as it would have been able to before the exchange.
Artifact Clause: This artifact cannot deliver more than one Artifact to an entity. It cannot facilitate another agreement that deals with an entity, that has already received an artifact from a previous agreement, receiving another Artifact. It can do so if that Artifact falls out of that entity's possession.
Sentient Clause:C̴̢̮͍̹͔̭̜͉̱͕̭̥̈́ò̴͇̫͖̖̦̣̒̀͒̔́͂̂̕ṇ̶̢̡̧̛͕͉̲̺̻̮̗̫͙̽̾͊́̈́̇̎̑̎̈̚͠t̶̗̹͕̙̳͕̦̖̖̪̲̘͖̿̋̄̈́͐̈́̈́͋̐̍̕ͅͅŗ̵̢͚̣̫̰̦͚͙̎̀̆͋͗̈́̊̀̾̀̂͋̉͋a̷̭͚̝̥̺͚͎̣͍͐̉̆̌͂̍̔͘͠͠͝ͅċ̸̨͖̘͚̖͓͍͙͒̽̃͝ͅt̴͔̀̀̍ of a Beautiful Gate counts as a sentient entity itself and a user may use code to enter in agreement with C̴̢̮͍̹͔̭̜͉̱͕̭̥̈́ò̴͇̫͖̖̦̣̒̀͒̔́͂̂̕ṇ̶̢̡̧̛͕͉̲̺̻̮̗̫͙̽̾͊́̈́̇̎̑̎̈̚͠t̶̗̹͕̙̳͕̦̖̖̪̲̘͖̿̋̄̈́͐̈́̈́͋̐̍̕ͅͅŗ̵̢͚̣̫̰̦͚͙̎̀̆͋͗̈́̊̀̾̀̂͋̉͋a̷̭͚̝̥̺͚͎̣͍͐̉̆̌͂̍̔͘͠͠͝ͅċ̸̨͖̘͚̖͓͍͙͒̽̃͝ͅt̴͔̀̀̍ of a Beautiful Gate; however, the only agreement that can be made is the destruction of the C̴̢̮͍̹͔̭̜͉̱͕̭̥̈́ò̴͇̫͖̖̦̣̒̀͒̔́͂̂̕ṇ̶̢̡̧̛͕͉̲̺̻̮̗̫͙̽̾͊́̈́̇̎̑̎̈̚͠t̶̗̹͕̙̳͕̦̖̖̪̲̘͖̿̋̄̈́͐̈́̈́͋̐̍̕ͅͅŗ̵̢͚̣̫̰̦͚͙̎̀̆͋͗̈́̊̀̾̀̂͋̉͋a̷̭͚̝̥̺͚͎̣͍͐̉̆̌͂̍̔͘͠͠͝ͅċ̸̨͖̘͚̖͓͍͙͒̽̃͝ͅt̴͔̀̀̍ of a Beautiful Gate and the permament ban of user.
No-Fail Clause: Any agreement that this Artifact can facilitate will not fail. If an agreement cannot be facilitated in the first place, the Artifact will notify entities that agreement cannot be made as a notification.
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