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Enclave Listing
By PonyStranglerCreated: 2022-09-06 22:13:37
Updated: 2024-10-27 07:17:34
Expiry: Never
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THE ENCLAVE: a large, internally carved out dome approximately 150' high and well over 1,100' in diameter, tunneled into an overhanging bluff on the edge of the southern Equestrian coast.
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Close to the currently Sea’s Bounty Ferron Beach Camp, this particular Enclave was long used as a training ground for newly recruited Starborn. Due to numerous Starborn consolidations and expansions throughout the Citadel on the Moon, it was decommissioned approximately 50 years before Razorback's arrival.
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Needing a monetary deposit location and enough space to store the various armors, weaponry, and miscellanea that Razorback has collectively acquired over the past three years (mostly due to having insufficient space in the Fortress itself), Marquis du Spiral requested Luna's aid in selecting a location with greater safety than the Fortress.
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After consulting her assistants, Luna turned over ownership of this specific Southern Moors Enclave to Spiral and Razorback, giving him the information necessary to reactivate its few (remaining) defenses.
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During the second Razorback Renovation, which started in late Jewely of 29,998, Naliyna and Hodch, aided by a number of Lunar friends (mostly batponies) spent time securing replacemarent defensive works. Though they did not have much success, both were able to locate several potential sources. (Operations & Missions relating to their requests are CURRENTLY SUSPENDED)
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The Enclave itself is comprised of 108 rooms carved into the stone, lining the outside of the dome's walls. 90 are easily large enough to house a five member team (for ponies that is), 10 were designed to be used as a barracks for ten (or more) per level, and 8 are currently being used as secure storage.
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At one point Belltower showed numerous secret rooms in the Enclave itself, one in particular taking the form of an illusionary ladder leading upwards which masks a set of stairs, leading into a gravity-switched officer's quarters with four beds.
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Under Amerose's request, the officer's quarters was re-purposed and brought back to its full capacity of ten, now containing luxurious beds for ten occupants, however, only one of these is long enough for a human to sleep on.
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Requests from Jeff, Belltower, and Twisted Wing, (but mostly Jeff) and Lorekeeper Amerose's efforts have acquired the services of more than 200 retired Starborn Lorekeepers, those that chose to leave the Citadel honorably.
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Reactivating the Enclave and remaining defenses in entirety, the Lorekeepers have all stated they have no interest in performing any duties other than ensuring the proper care, maintenance, or investigation of the relics contained within, and keeping the dangerous ones under constant vigilance.
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-200 former Starborn Elites and 10 Dark Horse Cultists maintain a presence here at all times, typically divided between three 10 hour ‘shifts’. Said shifts are irregular... at BEST.
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Can only be accessed from the Fortress by an Operator, Companion, or an allowed Ally/Friend as the Vortex Remnant will aggressively deny all others entrance.
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*All current Starborn have right of access, though most will not visit decommissioned Enclaves without a specific goal.
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*****
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THE DOCK: a sickle-shaped wooden dock taking up the entire southern section of the cave serves as both a port and a fishing spot, often occupied by a certain always sleeping Enchained batpony by the name of Shade Skipper.
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The dock itself is 100M long, and, while kept in decent shape, is noticeably old and in need of severe replacemarent.
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The sole entrance and exit for ships is a winding cave leading south, over half a mile long. Oddly, Princess Luna herself once stated that Tartarus Island is only a quarter of an hour away.
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Amerose has confirmed that there is an intact Large Vessel oceanic Warp Gate located offshore.
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A barely known (and unrecorded) Enchained batpony stallion can often be found sleeping on the Dock, typically in Stealth, though has been found (re: stumbled upon) in odd Spectrum-shifts. Known only as Shade Skipper, his coat varies between numerous dark colorations, mostly depending on what section of night, and which specific Moontides are present on Tallus.
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Easily spotted as his eyes often remain fully open while asleep, Shade Skipper knows a great deal of lore relating to 28,000-29,200’s Tallus, Lunar Guardian to early Starborn, and Early to Late Dynasty events, though is exceptionally difficult to speak with, let alone converse.
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He does NOT take any pleasure in conversation, and has no interest in sharing his knowledge, especially with the Otherworlders of Razorback, or ponies aligned to the same.
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*****
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-MISCELLANEA: five buildings on the western side of the Enclave have been renovated into storage facilities, each marked with a broad white stripe.
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Three orderly rows of tables and display stands in each hold artifacts and relics deemed safe for Razorback's use, while those under study or have a questionable nature remain in back rooms, contained within sealed enclosures.
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The more seedy or dangerous items have been placed into black diamond containers, specifically kept under Naliyna's watchful (but mostly suspicious) eyes when she's there, with Lorekeeper Amerose's help.
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-ARMORY: the eight northernmost buildings of the Enclave next to the dock have been renovated into a series of armor storage facilities, each marked with a broad blue stripe. Marenequins, carved by Bren and her crew while bored and not working, keep the various sets and armors in order for proper display.
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As most armors are specifically produced for ponies, Amerose has divided them based on which species could wear a particular set.
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The southernmost is dedicated to storing armors that Amerose prefers not to be touched inside sealed diamond cases, several of which remain under Naghtmare guard due to their sensitive natures.
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Tended to by Lann whenever she's free.
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-WEAPONRY: six buildings on the east side of the Enclave have been renovated into weapon storage facilities, each marked with a broad red stripe.
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The majority of weapons are featured on hanging racks or display stands for perusal and usage by Razorback, while those under study are kept inside.
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The more dangerous weaponry has been locked down in the northernmost building, kept under guard by ten retired/reservist Starborn.
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Constantly monitored by Hodch when he's free, and sometimes Denra when he's not brooding. Or reading. Or sulking.
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UNIQUE MELEE WEAPONRY:
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>Archaic Void-Flux Biteblade (Unique Relic Moors Artifact): an ornately bound and wrapped flat wooden haft with a thin, unusually heavy, 8" long black & white bisected blade that forms two sharp, armor piercing points, formed from a metallic substance similar in weight to tungsten, but only has the same durability as high grade steel, that was once found near Void portals in the Moors.
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A relic of the early Lishanki before they became bandits and raiders, one of the four main pegasi clans that split off from the original Ferron Clan long ago, the bindings and resin coating the handle are similar to those of much less precious biteblades created during the Moors Expansion era, marely years before the Lunar-Solar War. The construction and refinemarents confirm this one to be of early Lunar faction construction, and has been fairly well taken care of.
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While the Void portals have ceased to exist and been replaced by the Scars of the Moors, the metal, often called voiding flux for its strange cohesiveness and resistance to standard flux materials, is simple to reshape via arcane methods, and features an interesting Void-like offensive enchantmarent that does not harm flora, whether natural or otherwise.
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-Melee Weapon Class: Light
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-Enchantmarent Slots: 0/2 remaining
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-Base Modifier: adds +4 to all Assault/Parry/Riposte rolls
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-Armor Pierce: 2 (negates 2DR)
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-Offensive Enchantmarent #1: grants [1d6+4] <Void-Flux offensive Elemarental ability causing effects similar to those of Ethereal weapons
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*Deals double damage against Otherworldly & Spectral beings
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*Cannot harm any form of pure flora
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*MOORS RELIC
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>Bluesteel & Blacksteel Twin-Beamed Lances: a matching pair of 4' long lances split in the center, half of their lengths formed into parallel beams with pointed tips.
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Originally created for use by, and still a favorite of, pegasi ambushers before the Lunar-Solar War, typically held in place by specially positioned loops on cloth armor with a sticky enchantmarent for backup.
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(“Do not let them touch.” -Amerose)
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-Melee Weapon Class: Two-Hooved
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-Enchantmarent Slots: 0/1 remaining
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-Base Modifier: adds +4 to all Assault/Parry/Riposte rolls
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-Offensive Enchantmarent: Bluesteel: grants a [1d6+4] <Frostburn Elemarental attack
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-Offensive Enchantmarent: Blacksteel: grants a [1d6+4] <Voidtear Elemarental attack
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>Blacksteel Hoofclaws (Artifact, Rune-Forged, Unique): a quartet of hoofboots created by the master forgers of the Gryphon Vale. Heavily custom fit for a standard pegasi to use and augmarented with the addition of four extremely sharp, 90' angled claws pressure welded on for digging into trees, soil, or enemies.
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Allows the wearer to float up to 1' above any solid or cloud material surface.
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-Melee Weapon Class: Light
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-Enchantmarent Slots: 1/2 remaining
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-Base Modifer: adds +1 to all Assault/Parry/Riposte rolls
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-Armor Pierce: 1 (ignores 1DR)
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-Utility Enchantmarent: Silenced Slowfall-Float, adds +1 to all Stealth rolls
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-Inherent Ability: the bearer may utilize a [1d6+4] <Blacksteel Repulse non-Elemarental offensive ability that bypasses DR, though both the owner and target suffer the resulting damage
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>Crescent-Flat Spikeblade: a 6" long spikeblade made from a blackened steel alloy. Once fairly common throughout the Minotaur Hegemony before the 29,500’s, these were solely used as specialized arrowheads but have since been replaced by more easily produced alloys that don’t require trading with Stalliongrad.
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Carved in Gozka with a single flat, flawless, smooth facing, the remainder is rounded, obviously for use as an armor piercing weapon, and although the guard is missing it could easily be restored for use.
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-Melee Weapon Class: Light
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-Base Modifier: adds +3 to all Assault/Parry/Riposte rolls
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-Armor Pierce: 1 (negates 1DR)
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-Offensive Enchantmarent #1: grants a [1d6+3] <Forcespike non-Elemarental attack that bypasses 1/2 the target's DR
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>Dynasty Ruin Pike (Dynastic-Forged, Mass Produced Relic): an unassuming, rather plain 2' long pike head composed of an early steel alloy, attached to a 5' long wooden shaft of treated maple with copper sheaves woven across its length, and bonded together by an as of yet unidentified compound, one that Amerose suspects to be biological in nature.
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These pikes were once wielded by earth ponies hailing from the Crusader's Temple during the Middle Dynasty era, one of marely city-states lost to history.
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Along with most weapons from that era, Ruin Pikes, as they are known due to the few surviving examples coming from ruined Dynasty era armories, are included in a particular subset traditionally called 'Escort Arms'. These were awarded solely to Escort-ranked earth ponies as their primary weapon for dealing with hostile flora and fauna along the marely pathways leading from city to city.
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Since neither the Minotaurs nor gryphons had developed proper trade routes with the Dynasty when these pikes were produced, a simple steel alloy composed of small amounts of nickel, cobalt, and carbon were alloyed with mostly pure iron, then further treated with several alchemical stabilizers in the hopes of competing with both the Hegemony and Gryphon Kingdom steels.
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Examples such as this one consistently display a moderate amount of aging in the form of minor pitting, small rust spots, copper oxidization, and (slowly) decaying wood, leaving Amerose questioning whether or not it could, or even should, be restored.
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*Sent to Razorback by an unknown member of the main Ferron Clan.
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-Melee Weapon Class: Two-Hooved
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-Enchantmarent Slots: 0/2 remaining
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-Base Modifier: adds +3 to all Assault/Parry Riposte rolls
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-Offensive Enchantmarent: grants a [1d6+3] <Armor Spike ability that bypasses DR, dealing double damage against both shields and Armored/Heavily Armored opponents
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-Two-Hooved: grants an additional Block roll
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*Partially restored (“I do not have much information available. It is indeed a Middle Dynasty example of Escort design, there is part of a forge mark remaining. It was severely damaged three to five times, then poorly repaired each time by the same Psion. Which is… quite odd.” -Amerose)
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>Gozkan Reaper (Graven-Carved, Unique Ancient Eldritch Artifact): a 4' long, 25-degree curved bright red fang, carved down and thinned out into a blade, solidly attached to an 8' long, 4" in diameter twisted brown, white, and red haft, both parts made from the cured fang and body of a notorious wurm-like planar creature, hatefully dubbed a 'Reaper'.
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Traditionally, a Gozkan Minotaur seeking the title of Shaman must kill a forsworn planar enemy in order to prove their worth to Tallus. Which one, however, is told to them by an ancestor during a rite of passage.
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While the name of the Shaman that created this particular one is presumably lost to history, it can be assumed they were one of the great shamans as Reapers are considered vastly more difficult to kill than such beings as a Heart's Fear or a Riftseeker, and considering the fact that it has no sentience, they must have been quite powerful indeed.
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(“Nope, can’t find anything on this one either. It’s more like a warscythe than a sickle blade, but it has been damaged: there’s a few small cracks where it looks like somepony tried to join it together. What we really need is to find one of the Unitarchs or… Luna help me I hate this idea SO MUCH, a Seer.” -Belltower)
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-Melee Weapon Class: Two-Handed
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-Enchantmarent Slots: 1/4 remaining
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-Base Modifier: adds +4 to all Assault/Parry/Riposte attacks
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-Armor Pierce: 3
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-Inherent Capability: grants a [1d6+4] <Scornful Leech ability that transfers life directly from the target to the bearer
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-Two-Handed Block: grants an additional Block roll
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-Heavy Weight Penalty: incurs a -3 penalty to all Block/Evasion/Reaction Speed/Sprint rolls
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*GOZKAN RELIC
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>Hatred (ELDRITCH ARTIFACT: Unique Ancient Legendary Cursed Artifact): a pair of highly flexible, bright white true wingblades made of an unknown composite, or possibly a pseudo-metal, attached together by a thick, one piece sheaf of flawless, elastic white material, functioning as both armor and a saddle for other weapons/equipmarent to be attached to. Will automagically resize itself to the wearer.
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Once stored in Old Canterlot's Solar Armory, it was transferred to New Canterlot under careful watch of pegasi-only Solar Guardians, and remained there until it was recovered from the Royal Enforcers, using the once underground storage as their cache.
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Three myths persist about the nature of this archaic pegasi artifact, with the first pointing to its possible creation during the Early Dynasty Era, purportedly to be used against Otherworldly forces, but this one is hotly contested by the Master-Generals of the Tower Guard as they state true wingblades were developed during the later stages of the Middle Dynasty Era.
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The second states that it was likely created by one of Tallus's Legendary beings as a reward for an unknown member of the pegasi race, or perhaps for any pegasus to use, to protect against the racial conflicts and wars brought about by unicorns and earth ponies that were common before the Sisters had arrived, but this is likely a rumor created after the city-states of the Dynasty disappeared.
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The third is a story passed down by pure-blooded Lorekeepers of the Ferron clan, telling of a cataclysm that once destroyed three continents, and of the eight ponies that survived it with gruesome injuries and horrifying memories. While the oral retelling of the story itself takes from eight to twelve hours depending on the Lorekeeper, it states that there were once two more pony species, nearly as prominent as earth ponies are, though it does not explain what their appearance or abilities were, only that Hatred was brought back by the pegasus survivor.
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Unlike other species-specific artifacts, this one is revered to the point where it is a grave, neighretical crime for a non-pegasus to touch, but since no pegasus has dared to bear in recorded history it can be assumed that it should not be worn.
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Until he can find a proper resting place for this legendary weapon, Hodch has made an absolute certainty that any whom attempt to touch or retrieve Hatred from its black diamond casing will find themselves facing multiple Naghtmares, and likely other monstrous allied beings, on permarenent loan from the Citadel Armory.
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(“Is it truly cursed? No, I do not think so. We had best start rethinking what we know of how, when, and why a ‘curse’ functions, especially when I believe that the Ferron telling is most likely correct.” -Amerose)
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>Kranstaag (Graven-Carved, Lunar-Forged, Unique Ancient Legendary Artifact): history unknown. (“Yeeeaaaah not even I know this one. Can see the name right there, on the opposite side too. Older Minotaur runes like these are hard to translate properly. Mercy doesn’t know it either, sorry.” -Belltower)
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An archaic, massive, custom made Gozkan sword with a 4" thick, 8' long kanpri blade, and a 3' hilt wrapped with earth drake hide.
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Further protected by two 1' blacksteel guards, the pommel is an entire, well preserved skull from the notorious Saddle Arabian arkviper.
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Two reinforcing bars made from purified whitesteel are centered on both sides of the blade, allowing a wielder to use this immarense weapon without care for structural integrity.
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It also weighs over 300 pounds.
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-Melee Weapon Class: Two-Handed
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-Enchantmarent Slots: 0/3 remaining
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-Base Modifier: adds +6 to all Assault/Parry/Riposte rolls
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-Offensive Enchantmarent #1: [1d6+4] <Ark Viper Mystical Poison Elemarental attack
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-Offensive Enchantmarent #2: [1d6+4] <Voidcrack Elemarental attack
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-Modification: Two-Handed Block, grants an additional Block roll
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-Heavy Weight Penalty: don't even try. Really. Not happening.
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*GOZKAN RELIC
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>Lunar Full Wingblades, Copy (Magitek-Forged, Unique Legendary Permarenent Artifact): a pair of lightweight, medium sized float enchanted outer wing spanning blades, for pegasi of course, with segmarented joints for maximum ease of use, versatility, and protection.
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The blades extend from the base of wings to the outer edge of the first primary, covering the entirety of the upper wing for maximum stability and protection.
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While the original was made by using the ancient Lunar Guardian lance discovered in Baskregg, the Reaper's Crypt, and inscribed with Luna's Mark & sigils of the Moon, Hodch and Krinza created this copy of Spiral's original design, the former reforging the original lance back to what it once was.
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*Since this one is only a kanpri copy there are no faction allegiances attached.
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-Melee Weapon Class: Dual-Winged
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-Armor: 3DR
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-Enchantmarent Slots: 1/3 remaining
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-Base Modifier: adds +3 to all Assault/Parry/Riposte rolls
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-Offensive Enchantmarent #1: Lefty grants a [1d6+3] <Frostblade Elemarental attack
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-Offensive Enchantmarent #2: Righty grants a [1d6+3] <Voidblade Elemarental attack
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-Passive Enchantmarent #1: Lightweight Slowfall-Float, significantly reduces its bearer's weight by -50%
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-Mechanical Enhancemarent: adds +3 to all Block rolls
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>Malurian Vine Hoofboots (Ancient Living Artifact): a quartet of dark green, almost leathery, hoofboots created by the nomadic Malurian Clan of the Southern Everfree Forest, an offshoot of the original Ferron clan that broke apart long ago.
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Malurian weapons and armor are created by shaping a heavy living vine which wraps around the owner's bodily parts snugly, and once on, they do not like coming off.
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While they seem to be immortal, having been passed down through over a hundred generations, it is incredibly rare that a flower sprouts, only doing so when an owner of significant honor bears them.
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Although the Malurians are fairly isolationist in comparison to the rest of the Ferron, they greatly enjoy the presence of outsiders and have been known to give archaic presents such as these visitors.
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(“Yeah I know these. Now, if any other Ferron clan sent ‘em here I’d be worried. They’re safe to wear for those that’re honorable.” -Twisted Wing)
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-Melee Weapon Class: Natural Light
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-Enchantmarent Slots: 0/1 remaining
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-Base Modifier: adds +2 to all Assault/Parry/Riposte rolls
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-Offensive Enchantmarent: grants a [1d6+2] <Nature's Wrath non-Elemarental attack
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-Armor Value: adds +1DR to the hooves (or hands)
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>Permafrost Hookblade (Artifact, Rune-Forged, Unique): a 30" long bluesteel billhook, a type of sword with an upswept curved tip leading to a long armor piercing spike, with a 9" ironwood hilt wrapped with frost drake hide, and two short runic steel guards.
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One of two formerly owned by Lord Sevrit of Anfang before his timely execution, it is unknown as to which gryphon smith created these several centuries ago, but its fairly likely that their descendant really doesn't want to admit as much.
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*Severely damaged in combat.
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-Melee Weapon Class: One-Handed
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-Enchantmarent Slots: 2/3 remaining
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-Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
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-Offensive Enchantmarent #2: grants a [1d6+1] <Permafrost Elemarental attack
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*ANFANG/VALE RELIC
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>Scourging Blade, The (Living Construct, Unique Ancient Planar Artifact): a 3' long artifact appearing to be a number of thin, sharp gears melded in perfect alignmarent, the non-guarded blade itself held together by unknown forces.
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While in all appearances a traditional longsword used by earth ponies, the Scourging Blade is in reality a sentient Construct from the Mechano-Plane.
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Though its origins can only be guessed at, as the Construct itself either cannot, or will not, answer, it has been sighted across Tallus thousands of times, arriving to aid living beings shortly before their untimely demise, then disappearing some time afterwards once the being in question is safe.
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It is said that the Scourging Blade chooses where it goes and how, and can never be found in the same hooves that it once defended. What's most confusing to historians is how and why this Construct is capable of delivering an Ethereal strike, as the Ethereals are inherently hostile to the Rift.
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MISSING: has disappeared to unknown hooves after Caliya returned it to the Enclave.
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-Melee Weapon Class: Two-Hooved
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-Enchantmarent Slots: 0/4 remaining
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-Base Modifier: adds +4 to all Assault/Parry/Riposte rolls
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-Armor Pierce: 2 (negates 2DR
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-Offensive Enchantmarent #1: grants a [1d6+4] <Ethereal Shock non-Elemarental attack that bypasses DR
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-Defensive Enchantmarent #1: grants a <Rift Pulse ability that counts as an additional Block roll
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>Southern Blades of the Moors (Legendary Permarenent Lunar Faction Set): a unique set of 100 shiny, luminescent wingblades, ranging from 16-28" in length.
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Ingeniously devised by the Sea's Bounty clan, a small offshoot from the main Ferron clan of pegasi, these Southern Blades are composed of an ersatz material created by grinding down the various sea shells, husks, claws, teeth, carapaces, bones, pearls, and other hard organic debris found along the Equestrian coastlines.
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The resulting material is then mixed with a number of adhesive compounds and substances, molded into into long blocky shapes, then allowed to dry in the coastal sun for several months. Finally, each one is ground on the edges of specialized sharpening stones, one by one, to custom fit each pegasus worthy of such a time consuming, and beautiful, set of wingblades.
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*This particular set, brand new as far as Amerose can tell, was sent by Matron Ragged Ear herself to Razorback some time after the (mostly) successful defense of Las Pegasus during the second short lived conflict with Stalliongrad
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*Twisted Wing and Hodch actively avoid noticing, touching, and marentioning them.
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*May only be used by a member of the Sea's Bounty clan, Lunar sub-factions, Moors sub-factions, or Razorback ponies
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-Melee Weapon Class: Light
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-Enchantmarent Slots: 0/1 remaining
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-Base Modifier: adds +3 to all Assault/Parry/Riposte rolls
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-Offensive Enchantmarent #1: grants a <Sea's Fury roll that functions as either an additional Flurry or Block roll
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-Mechanical Enhancemarent: adds +3 to all Block rolls
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>Tomb Bringer (Graven-Carved, Unique Legendary Permarenent Artifact): an extremely heavy 3' tall solid steel handle, originally attached to Marrowgrin's impressively large, and powerful, sphere-headed mace.
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While its sentience was mostly destroyed by Roust, it still retains the enchantmarents it bore, though now much weaker considering she was more determined to eat the remains than to preserve it.
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Despite Roust's inclinations, Lorekeeper Amerose (barely) convinced her to ignore its previous owner in the name of historical preservation, although not without a great deal of grumbling from the Changeling Vanguard.
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-Melee Weapon Class: Two-Handed
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-Enchantmarent Slots: 1/3 remaining
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-Base Modifier: adds +4 to all Assault/Parry/Riposte rolls
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-Offensive Enchantmarent #1:[1d6+6] <Agony Strike non-Elemarental attack that ignores DR
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-Offensive Enchantmarent #2: twice per Operation grants a [1d6+13] <Ruiner's First Earth Elemarental attack that bypasses DR
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-Heavy Weight Penalty: suffers a -2 penalty to all Block/Evasion/Reaction Speed/Sprint rolls
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(“Might not be cursed, but it is disgusting to think of whom used it.” -Hodch)
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>Tyrant Slayer, The (Crystal-Forged, Graven-Carved, Psion-Forged, Rune-Forged, Unique Ancient Legendary Cursed Eldritch Artifact): an 11' long, beautifully washed lance designed from hollow forged mythril by one of the Master Generals of Stalliongrad, the haft wrapped in woven diamond skirting by a Grandmaster Rune Forger of the Empire, the 2' long piercing spike carved from a single brick of kanpri in Gozka by a Grandmaster Stone-Carver, and inscribed with vile runes of hatred, piercing, and slaughter, by a dying Grandmaster Rune Smith gryphon.
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Created sometime during the Lunar-Solar War by five unknown Grandmaster smiths of Tallus, this blade was meant to be given to Empress Silver, still in exile, for the purpose of slaying the Solar Tyrant, then separate from Princess Celestia, though it somehow came into the hooves of an Imperial Warden on the southernmost outskirts of the Empire's territories.
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Myth has it that upon attempting to wield the lance, the Rune Knight was struck by unfathomable hatred, leaving his unit and running southwards, slaying all faction members in his path. Upon reaching a battlefield where the Nightmare and the Solar Tyrant were, once more, facing each other down, the Rune Knight charged them both, scoring tens of wounding hits before Luna's Flame Naghtmare guardians incinerated him, leaving only the lance.
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Unwilling to concede defeat in death, the Rune Knight cursed this weapon to be capable of being wielded ONLY by those without an ideology or faction loyalty. After the Lunar-Solar War ended, the Wardens decided to acquire this weapon from the Lunar Guardians since they saw its existence as morbid, sad, and cruel, placing it in the Imperial Armory for safekeeping, though it disappeared a number of years ago.
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Much like Hatred, the Tyrant Slayer's protective diamond casing is outfitted with several Naghtmare Cores, and likely other monstrous allied beings, to prevent any from attempting to bear it due to the dangers involved.
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(“Hodch, do you think it is possible to…? Ah, that does make sense. Perhaps we could try when there are enough humans available.” -Amerose)
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-Melee Weapon Class: Two-Hooved
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-Enchantmarent Slots: 0/4 remaining
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-Base Modifier: adds +4 to all Assault/Parry/Riposte rolls
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-Armor Pierce: 3
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-Defensive Enchantmarent #1: adds +2 to all Block/Evasion/Reaction Speed/Sprint rolls
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-Offensive Enchantmarent #1: [1d6+4] <Arcane Poison Mystic Elemarental attack
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-Offensive Enchantmarent #2: [1d6+10] <Piercing Strike anti-Elemarental ability that ignores DR
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*CURSED! Once picked up and carried, the bearer is incapable of removing the Tyrant Slayer until their death, forcing them to automatically seek out faction leaders and kill them
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>Volkanist Lojier, The (Bound Primus Elemarental, Living Sciven, Unique Ancient Artifact): a unique artifact dating back before the Early Dynasty era, the Volkanist Lojier is a 6" wide, 10" tall, and 2" thick tome. The cover is composed of bound and controlled flame essence, while the pages seem to be sheets of volcanic 'flesh' which are warm to the touch.
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The Volcanist Lojier is a bound Sciven, one of the many thousands of species inhabiting the Elemental Plane of Fire, also one that utterly loathes (most) Otherworldly and all Undead beings. It particularly despises the more hostile Planar inhabitants.
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While the Sciven itself rarely talks, the few goals it has on Tallus are to: burn, immolate, destroy, and scorch, any new hostile species it has not yet encountered, while also trying to regain enough honor in order to return to its’ home plane.
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When carried by a Tallus native, the Volkanist Lojier is capable of deploying Eternal Flame spells, much greater in power, range, and lethality than those able to be cast by unicorns. Non-Tallus beings are capable of carrying the Volkanist Lojier, though it will simply refuse to to perform one of its spells if commarended or ordered to do so as Sciven are free spirits, honor bound to nopony and no one.
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At one point Lorekeeper Amerose asked what the Sciven thought of humans, it merely chortled and refused to answer. Later on it was discovered that the Lojier had been, somehow, left behind when the Enclave was decommissioned, and moved itself around numerous times.
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Taking time off to speak with the Sciven once each night, Amerose has discovered it bears no ill will against sapients, Otherworlders included, so long as its keeper is a 'rightful being'. ("Those whom do not act dishonorably to others, keep their oaths, act against oppressors. In sum: choosing to be a good individual.")
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As Eternal Flame spells are solely Planar in nature, selecting a target and incanting a rune-word for each ("Any word? ....ANY word? So, if I were to think of Glorious Flames and say in my head the word 'cheesecake' the-")
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*One of the Enclave's eastern buildings is currently being cleared and rebuilt. All requests to witness the Sciven's powers are DENIED.
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It still hates those from most Planes, except the Elemental Plane of Nature and the Vortex.
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*After ALL spells from the Lojier has been used once the Lojier will close and must recharge for a full Day or Night cycle
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-SINGLE TARGET SPELLS: inflict Burns on a max critical
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*Eternal Ember [1d6+2] maximum range of 200M
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*Eternal Spark [1d6+4] maximum range of 400M
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*Eternal Flame [1d6+6] maximum range of 600M
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*Eternal Blaze [1d6+8] maximum range of 800M
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*Eternal Conflagration [1d6+10] maximum range of 1,000M
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-MULTITARGET SPELLS: inflict Scorched on a max critical
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*Glorious Embers 2x [1d6+4] maximum range of 100M, 10M radius
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*Glorious Sparks 2x [1d6+8] maximum range of 200M, 15M radius
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*Glorious Flames 3x [1d6+8] maximum range of 300M, 20M radius
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*Glorious Blaze 4x [1d6+8] maximum range of 400M, 25M radius
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*Glorious Conflagration 4x [1d6+10] maximum range of 500M, 30M radius
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>Currently borrowed by Dul
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UNIQUE ARMOR:
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>Ancient Waning Moon (Archaic Artifact, Heavy, Lunar-Forged): a venerable relic of the Dusk Striders from the time before Luna, oftentimes known as the Nightmare, was crowned as Princess.
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In appearance, the Waning Moon armor is composed of thin purple, black, and deep blue kanpri plates of approximately 80% purity with the remainder being steel alloys, held together by woven strands of locks shorn from Luna's mane and tail.
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Thick pads of a firm, difficult to remove amber-like substance provide much needed cushioning, while the joints are covered by numerous pieces of interwoven rings and triangular scalemail pieces.
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While this particular set didn't come with the original helmet, there are several surviving examples in the Citadel that Amerose is seeking to acquire.
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-Armor Value: 4DR
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-Armor Class: Heavy
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-Enchantmarent Slots: 0/3 remaining
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-Offensive Enchantmarent #1: adds +1 to all Assault/Parry/Riposte rolls
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-Defensive Enchantmarent #1: adds +1 to all Fearless/Iron Will rolls
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-Passive Enchantmarent #1: adds +1 to all Negotiation rolls
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-Heavy Weight Class: suffers a -2 penalty to all Block/Evasion/Reaction Speed/Sprint rolls
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*DUSK STRIDER RELIC
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>Hegemony Adherent's Mail (Graven-Carved, Permarenent Artifact): an unadorned set of Minotaur youth's armor, roughly the same size as the an adult human male, composed of various rounded triangular scales.
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The scales range from whitesteel to white-colored steel alloys, white drake scales, and a number of carved down white wyrm scales. Several small holes drilled through the edges of each scale allow it to be woven together by an alchemically infused and metallurgically enhanced spider silk thread.
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This standard armor is given to young Minotaurs of the Hegemony that have passed their Initiate courses in mysticism and graduated to the rank of Adherent.
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While the scale mail suit itself is imbued with several defensive and utilitarian graven enchantmarents, it bafflingly remains easily modifiable, unlike the majority of faction based armors.
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*Sent directly to Razorback from Gozka
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-Armor Value: 3DR
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-Armor Class: Full Body, Medium
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-Enchantmarent Slots: 1/3 remaining
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-Defensive Enchantmarent #1: adds +1 to all Block/Evasion rolls
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-Passive Enchantmarent #1: adds +1 to all Meditation & Mysticism rolls
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>Lightweight Hardened Bodysuit (Magitek-Made): a ‘standard production’ armor created by Spiral, devised by melding together multiple sets of kevlar armor into a single bodysuit.
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While it offers considerably more protection than most human armors due to the additional layers of kevlar, the weight and consequently heat buildup suffer a bit as a result.
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*2 sets remaining
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-Armor Value: 3DR
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-Armor Class: Full Body, Light
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-Enchantmarent Slots: 2/2 remaining
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>Rage (Unique Ancient Legendary Cursed Artifact): in the precise shape of a tight fitting bodysuit that only earth ponies are able to wear, Rage is a flexible, voluminous, stretchy armor, created from what looks like bright white flawless skin, or perhaps leather, bearing startling similarities to the material joining the pegasi wingblades called 'Hatred'.
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Remaining unmarred and presumably unpenetrated throughout its existence on Tallus, Rage has been worn hundreds of times in recorded history, giving it a reputation amongst earth ponies for reverent dependability, often disappearing and reappearing to where it is needed most.
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While the relatively minor side-effects are, to most, quite acceptable, the armor often prefers to remain with its current wearer for longer than necessary, spending an additional [1d6] days after an attempt is made to remove it, giving earth ponies the impression that the consciousness residing within is both friendly and lonely, but also intensely shy.
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-Armor Value: 4DR
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-Armor Class: Full Body, Unique Light
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-Enchantmarent Slots: 0/4 remaining
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-Offensive Enchantmarent #1: adds +2 to all Assault/Parry/Riposte and Block/Evasion/Reaction Speed/Sprint rolls
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-Passive Enchantmarent #1: grants the BOSS-Class Fearless ability, rendering the wearer immune to most all forms of Demoralize and Intimidation
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-Utility Enchantmarent #1: adds +2 to all Leadership rolls
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-Drain Enchantmarent: wearer suffers a -4 penalty to all other rolls, cannot utilize Bartering, Charm, or Neighgotiation
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-Additional Notes: may only be worn by earth ponies
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UNIQUE SETS STORED IN THE ENCLAVE:
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...none?
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ITEMS STORED IN THE ENCLAVE:
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>Alchemical Tablet, Basic (Sapphire): a dull blue tablet, both sides covered in Common Equestrian text, with a beginner's guide to basic alchemical processes.
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*Recently restored and returned to Razorback through Amerose's efforts
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*Adds +1 to all Alchemy rolls and allows a [1d6+2] <Heal ability to self or others, ONCE per Operation
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>Altinier Core: a pulsing, bright pink crystalline sphere approximately 3" in diameter, the core remnant of an Ethereal being. Altiniers are humanoids with two triple-jointed arms allowing approximately 250 degrees of movemarent, two thin digitigrade legs with eight joints, and a perfectly round, cantaloupe sized head, with the rest of their bodies are a smooth, seamless, and jointless thin cylinder.
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While they are unusually fragile and non-combative for an Ethereal 'species', Altiniers are typically employed in diplomatic or other functional capacities.
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More subtly, Altiniers are also semi-shapeshifters with the ability to mimic the physical bodies and voices of most living beings, giving marely the impression of them being the Ethereal Plane's (rarely if ever used) spies and agents.
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(“To a point they may, somewhat freely, perform functions as a Free Agent might: overhearing conversation without straining their abilities is mildly acceptable. It would take exceptionally grim circumstances or conditions for one to be allowed the privilege of spying. Should they fail to cease protocols.. well, most Ethereals have no issue destroying those that break even the slightest rule. Amusingly, Ethereals hate their own spies more than those from other Planes.” -Denra)
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*Recovered from the Solar Enforcer Armory in Canterlot
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*When used to reforge crystalline armor, grants a [1d6+4] <Altinier Valon ability, usable once per Operation, that allows the user to appear and sound as if they were a different being, one that they have seen and heard at least twice
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*Roll result*10 indicates the percentage of how effective the mimicry is
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>Archaic Hegemony Battle-Vow: a pair of ancient minotaur battle-vow bracelets made from hard cast bronze and inlaid with six thick, curved strips of obsidian from the Eastern Hegemony Mountains. Traditionally, these bracelets are forged at the same time by two different smiths, the obsidian strips inset by two different jewelers, and finally a pair of Minotaur mystics enact rites of bonding in runes of the archaic Minotaur language.
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When read from left to right, or right to left, each extolls the virtues of "Strength from Within, Power from Without" and "Life from Self, Wisdom from Life". If a living being wishes to wear them, they must repeat each phrase twice, once while facing north, once while facing south. Once this process is complete, the owner must then place them upon their wrists or chosen legs, where the loops will resize and become permarenent, only capable of being removed by either the bearer or the bearer's direct superiors if the bearer is asleep, rendered unconscious, or deceased, but must be returned if possible.
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Amerose has stated enchantments from the era these bracelets were made, a time known as the 'Endless March of Stone' when a force of Otherworldly Golems nearly conquered Tallus, had such limitations created to allow others to share what would otherwise be a token permarenently granted to one being, then shared with their family and eventually lineage.
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Must be bonded to a living being before use.
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*Adds +1 to all Assault/Parry/Riposte rolls, but when attacking Golems instead adds +3 to all Assault/Parry/Riposte rolls, regardless of their origin
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*Furthermore, the owner is able to harm Golems when unarmed without injuring themselves
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>Bitterwing Claw: a putrescent, bright green 4" long quarter-moon curved claw with a number of tiny, sharp, hollow spines angled towards the tip, harvested from an insect native to the Moors. A delicacy of insect-eating batponies, the Bitterwing is a squat, flat, six-legged predatorial water beetle that subsists on small fish and crustaceans.
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Though flightless, the Bitterwing uses its pair of wide, sharply recurved wings to propel itself in water to ambush prey.
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Bitterwings will poison particularly feisty prey, and any creature attacking them, by injecting an unstable, fast spreading and acting neurotoxin through the spines in their primary claws which causes no causing significant damage to the target's neural system, instead reducing their physical capabilities enough grant additional time to either deal a killing blow or escape from harm.
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*When imbued to a weapon, grants a [1d3] <Bitter Poison effect where a result of 1 causes no effect, a result of 2 causes the target to suffer a -2 penalty to all rolls for 1 turn, and a result of 3 causes a -4 penalty to all rolls for 2 turns
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*May be used three times per Operation
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*Only effective against living beings
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*In addition, if a target suffers two critical Bitter Poison affects during an Operation, their body will shut down and become Paralyzed for 10 turns or 10 minutes, whichever is applicable.
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>Blood Corrupted Water Elemental Shards: smooth granite shards inscribed with undecipherable text, fragmarents of the Water Elemental's skeletal structure.
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Causes additional harm against Cursed, Elemarental, Undead, and those capable of draining the life of others, Spectrals in particular.
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*When infused to a weapon adds +2 to all Assault/Parry/Riposte rolls
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*When infused to armor provides +2DR against Cursed, Elemarental, Undead, or life draining beings
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*Grants a [1d6+1] <Repel effect to armor and weaponry, the greater the result the more effective the repel, such as forcing the target back on a result of 2, and paralyzing the target on a 7.
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*Reduces the detrimarental effects of curses by 1/2
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*1 owned by Ghost & Pareidolia, 1 remaining in Enclave
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>Blood Horn Wyrm Skull: a series of interlocking bright red needles in the shape of an elongated reptilian skull, a little larger than a baseball.
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A fairly well known, fast, aggressive, yet cowardly pest that sometimes escapes from portals leading into the Elemental Plane of Nature. Most often found annoying megafauna around the Old Everfree, though this one obviously came from somewhere in Neighsia.
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Extremely fragile and also extremely sharp, handle/hoofle with caution.
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*Grants a [1d6+1] <Anima Drain ability that increases by +1 each turn, up to a maximum of +6, restoring the owner's S.HP by result-2; does not work on beings without Anima
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*Grants a [1d6+1] <Blood Drain ability that increases by +1 each turn, up to a maximum of +6. that restores the owner's HP by result-2
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>Crescent Sigil of Honor: an 8" long crescent blade shaped piece of steel, carved in Gozka and engraved with the minotaur phrase of: 'Conflict allows no prisoners' on the face side, and 'War breeds many' on the reverse.
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Long considered to be the symbol of the Minotaur Hegemony, these Sigils, meant to be an extension of one's honor and purpose outside the military, were given to warriors after their required contract of service ended, under the divinations of a shaman that the warrior in question had never slain a defenseless or innocent opponent.
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*When enchanted to a living being or a shield as a final addition, the Sigil adds +X to all Block rolls, where +X is equal to the number of opponents in combat, capping at a maximum of +4
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>Crown of the Ark Viper: an ancient bronze circlet composed of five snakes, the near-mythical Ark Viper of Saddle Arabia, weaving around each other, complete with their double-stranded tails 'holding' the frame together. When worn, two of the triangular heads faces downwards, two forwards, and one upwards, as if surveying the territory before them.
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The eyes themselves are composed of Howling Dunes crystals, quartz pieces that have survived the endless shifting sands and have rounded in their long years of constant movemarent.
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A relic of Buzzard's Rest, one of the largest and still most advanced Saddle Arabian cities, this crown, one of the three allowed to be worn by Desert Princes, essentially the Captains of the Desert Guards, was created sometime during the Middle Dynasty era, and remained in circulation for marely years afterwards.
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During the short, but violent, Stalliongrad-Saddle Arabia War roughly 250 years ago, marely artifacts and relics on both sides transferred hooves, leading historians to believe that numerous relics of the Desert Guardians were likely passed into private ownership across Tallus as a whole.
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*When worn by a Saddle Arabian or a faction member of Saddle Arabia, this Crown adds +1 to all Mysticism, Negotiation, and Perception/Scouting rolls
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>Cursed Neckpiece: any being wearing of this faded and slightly damaged bronze neck guard must ALWAYS add +1 to all Assault/Parry/Riposte rolls when attacking living beings, but suffers a -1 penalty to all Block/Evasion/Reaction Speed/Sprint rolls.
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*The bonus and penalty are in effect at all times when worn by living beings, though for obvious reasons it doesn't effect any other beings
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*Sometimes, it decides it doesn't want to be removed, especially if its wearer is quite interesting. Only sometimes, though.
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>Dance of Earthen Joy: an ancient, small, brightly washed sandstone shield, the symbol of Imeron engraved in copper: a single black monolith rising from a windswept sand dune. Several circles of archaic Saddle Arabian runes detail a particular method of movemarent for ceremonial dances.
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These shields, often used by entertainers, are considered extremely rare in Saddle Arabia and are utterly unknown to the rest of Tallus, with most created sometime during during the Late Dynasty Era in numerous City-States. Later copies are either iron or steel with copper inlays, and are almost always forgeries with no special qualities.
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Awarded by Countess Folunasi.
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*When infused to armor, the wearer is granted a [1d6+4] <Dance of Earthen Joy ability that functions as an additional Block/Evasion/Flight/Reaction Speed/Sprint roll
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*This ability cannot be effected by other modifiers, nor can this effect be prevented
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>Drusk Refraction Plate: a crude, jagged edged plate, approximately 1'x1', of fossilized shell from the head of a Giant Drusk, a long extinct crab-like creature from the deep oceans.
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When used to reforge armor with, a portion of the Drusk's ability to refract limited tangible light is transferred to the armor, providing the owner a boost to their ability to merge with ambient shadows.
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*When infused to armor or an individual, adds +1 to all in-combat and non-combat Stealth rolls, but does not function near or in bright sources of light
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>Enchantmarent Nullifiers: a wooden box with a hinged lid containing a set of 10 heavy, brightly glowing green bricks, 1/2" thick, 2" wide, and 8" long.
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The strange material used to create these powerful items is a closely guarded secret passed down from Tower Guard Master-Generals to their replacemarents, and as such cannot be replicated. Whatever they may be, their purpose is clear: to nullify all enchantmarents and render artifacts & relics completely useless within a 50M radius.
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Once crafted into a usable weapon, the effects must be marentally controlled and maintained throughout an Operation, as the owner needs exceptional willpower in order to prevent his own equipmarent, or that of his allies, from becoming useless. After the Operation is over, the weapon will disperse from reality.
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*Awarded by Shanis after Marrowgrin's death.
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*Psions, those with special capabilities, and some Eldritch, Planar, and Spectral beings are unaffected
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*Otherworldly and Undead creatures suffer far greater harm from the distortion energies radiating from these bricks, forcing them to take double damage from all attacks, often bypassing DR entirely.
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>Frost Dragon King Gelvran's Scales: three 9' tall & 6' in width, bright white triangular scales with icy blue edges that emit a cool temperature at all times. One of the most well-known and celebrated Dragons on Tallus and several other worlds, Gelvran was a kind but firm ruler, one of ten Dragon Kings among the Elder Council, himself one of the Blizzard Dragon species.
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Throughout history Gelvran appeared to lost travelers countless times, offering one of his wings as shelter during the harshest of storms, and if the traveler was polite enough Gelvran often taught those capable of casting or mysticism one of the marely spells at his disposal, particularly ice based. It is also rumored that a unicorn knows one of his more potent abilities.
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Only capable of being forged by a true Grandmaster, these scales will confer the full benefits of a frost dragon's resistances, but cannot be added to existing armor or weapons. Delivered by Dragon-Emperor Velkruz on Razorback's second Hearth's Warming Day.
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*When forged into a weapon, Gelvran's essence automatically adds +4 to all Assault/Parry/Riposte rolls, gains Armor Pierce 3 (negates 3DR) if used as a piercing weapon, and grants a powerful [1d6+4] <Icestorm Elemarental attack
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*When forged into armor, automatically becomes a Heavy 5DR armor, reduces all Ice & Water Elemarental damage by 3/4, and reduces all Fire damage by 1/2, whether physical or Mystical
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*DRAGONSPINE MOUNTAINS HOLY RELICS
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>Greater Silk-Fang Heart: in its natural state, this is a dinner plate sized, half-oval, half-triangular heart taken from a Silk-Fang, a highly prized and confusingly docile Eldritch serpent.
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Amerose has shared that some Silk-Fangs have been reported to be over 150M long, although why they're able to survive the Howling Dunes region of Saddle Arabia is fairly apparent: after the entire heart is consumed by a living being, their skin becomes noticeably softer, imitating finely melded silk.
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When struck, the infused's body reacts with enhanced shock, pressure, and heat absorbing qualities, yet the infused suffers from the same weaknesses of the Silk-Fangs themselves.
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*Reduces damage from Air and Fire Elemarents by 1/4
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*Reduces harm physical from physical attacks by 1/2
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*In return the consumer suffers an additional 1/4 harm from Ice and Water Elemarents
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*Suffers 1/2 more damage from physical Ranged attacks
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>Grifter Claw: a 10" long, curved green and black claw, oddly not sharp, taken from a native feline predator of the Moors.
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When reduced to its immaterial state, the Grifter's essence creates a powerful, full body Sticky enchantmarent, allowing the owner to cling to nearly any surface, even cloud material, without fear of being removed.
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Probably the most common item in both Basin Village and Cairn Wharf.
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*Allows a [1d6+X] <Perfect Grip roll, where X is the highest Assault modifier the user has available
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>Imeron Iolith: a 5" long, 3" wide, and 1/4" thick black marble tablet, the surface engraved in numerous archaic Saddle Arabian symbols, and looking much like the protective Monoliths surrounding Imeron.
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These tablets are awarded to those that have persevered through a Monolith Seer's divination of contested fate, and while unusual to find outside of Saddle Arabia, they have become a bit more common over the past several years.
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*Awarded by Countess Folunasi
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*When infused to armor as a final addition, up to three times per Operation a [1d6+8] <Iolith Field ability may be used, the result reducing the amount of Casting, Elemarental, or Mystic harm dealt to the user
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>Kingstalker's Lamarent, The: an ancient bronze circlet with a ring of thin, small kanpri rectangles around the exterior, inscribed with the same text as the Ioliths of Imeron, recovered from the Solar Armory in Canterlot.
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While whatever had been used for padding is long gone, it is larger than most earth ponies would consider comfortable to wear.
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A relic of Buzzard's Rest, one of the largest and still most advanced Saddle Arabian cities, this particular circlet was worn by an unnamed Desert Guardian during the Late Dynasty era, and was likely stolen after Empress Silver's disappearance.
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*When worn by a Saddle Arabian faction member, adds +1 to all Assault/Parry/Riposte, Block/Evasion/Flight/Reaction Speed/Sprint, and Mysticism rolls
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*SADDLE ARABIAN RELIC
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>Mother Pearl: a 1" in diameter, extremely rare pearl with a shiny white exterior, harvested from a Seamother clam. These strange clams rarely, if ever, reach the ocean surface to eject their pearl in preparation for creating a new one.
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Unsurprisingly, most creatures will do just about anything to eat one in order to use their relative calming effects against other beings.
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*Hold the pearl in line of sight of a living creature and roll [1d6], a result of 1: no change; 2: slightly calms; 3: moderately calms; 4: calms down and will not attack unless provoked; 5: remains neutral unless attacked or threatened; 6: will follow the user around for 2 turns, but will leave immediately afterwards
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*This effect may not work on Eldritch or Otherworldly creatures, and does not function against Spectrals or Undead
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>Moon Shard: an extremely rare fragmarent of the Moon and made from mostly pure Lumin, taken by Luna before creating the Citadel. These shards are considered to be artifacts proving her authority and ownership of the Moon itself.
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*Grants a [1d6+2] <Lunar Shock non-Elemarental strike that causes Otherworldly, Planar, Spectral, and Undead beings to suffer a -2 penalty to all rolls, and Stuns for 1 turn on a max critical.
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>Nautilus Pearl: while not round, at all, this squiggly rainbow colored 'leaf' is actually the pearl formed from a Nautilus, and when infused to armor grants some of its previous owner's protective qualities.
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*When imbued to armor adds +1DR and reduces all Elemarental damage by 1/4
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>Night's Breeze, The: a common looking, 4" long, 4" wide, 1/2" thick, flattened carved coconut wood circle displaying a serene tropical beach on one side, the other side featuring a campfire inside a traditional pegasi leanto.
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Recovered from the Solar Armory in Canterlot.
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*When placed on armor as a final addition, this relic of the Sea's Bounty Ferron clan allows the owner to regenerate, gaining +1HP/turn out of combat and lose 5 Fatigue every third turn
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*Reduces all of the bearer's Assault/Parry/Riposte rolls by -2 for 2 turns upon entering combat due to its calming, placid nature, though a Fearless/Iron Will roll of 8 or greater will negate this penalty
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>Peace Breaker of One Sun: an ancient, 5" tall, 5" wide, 1/2" thick precisely carved blood red plate, coated by an early form of natural shellac, with a series of triangular etchings in white silver rendered across the face, each triangle containing tiny scrawls of historical Old Canterlot events.
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The reverse displays an archaic gold etching of a comfortable looking den with caricatures of seven figures: an earth pony, a unicorn, a pegasi, a Saddle Arabian, a batpony, a Crystal pony, and an alicorn, seated together around a square table with two to each side, though the eighth cushion is left unfilled.
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Along the exterior is a series of indecipherable scrawls reminiscent of archaic pony languages, excepting the side with the alicorn and empty seat. The table itself is covered in bizarre weaponry of styles and shapes that are either extremely rare by historical standards, ceremonial in nature, or unknown.
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Considered to be a relic of the Solar Guardians, Princess Celestia's first protectors and eventual military, it was recovered from the Solar Armory in Canterlot, found inside a sealed wooden box with an authentic Solar faction diplomatic vellum paper atop it, requesting to 'use this to have the humans go missing.. like those creatures that once disappeared, too'. Interestingly to note, the writing is from an as of yet unencountered hoofwork style.
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To her utter horror, Amerose discovered the Peace-Breaker was developed by a splinter faction of highly militant, zealous Solar Guardians that called themselves One Sun, after the Lunar-Solar War. Immediately following said war, Princess Celestia ordered, and committed the majority, of executions against nearly 150,000 ponies, including every single Solar Priestess and Priest.
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Due to their collective crimes, One Sun and their followers were completely stamped out within the following decade. Small excerpts, notes, and several journals that survived destruction are what remain of their history.
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Despite urging from other Starborn and the Lorekeepers themselves to destroy it, Amerose has stated it is ("relatively") safe to use, instead choosing to seek further counsel on what should be done with such an artifact.
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*When infused to armor, the bearer becomes a Mortal Challenger, must add +2 to all Assault/Parry/Riposte, Demoralize, Intimidation, and Block/Evasion/Flight/Reaction Seed/Sprint rolls against mortal beings
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*However, the bearer suffers a +3 Threat level penalty to ALL mortal beings and is always considered at Neutral Reputation UNLESS ranked infamously
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*Furthermore the bearer suffers a -2 penalty to all Medical and Bartering/Charm/Negotiation/Seduction rolls
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*3-slot enchantmarent
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*ONE SUN RELIC
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>Riftdrowner: two 8' long coiled balls of 3 intertwined razor and spike-covered vines taken from a plant-like Eldritch being only found inhabiting the Mechano-Planar Rift.
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When physically fused to the body of a living being, typically to the shoulders, Riftdrowner sections become an extension of the owner's mind and body.
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Finding Shade Skipper reading one night, Amerose requested the older Enchained batpony to share what he knew on non-Constructs in the Rfit. Describing a number of the strange objects he'd seen during counter-invasions throughout the 29,600's, Riftdrowners were one of the vast number of pseudo-life, being both flora and mechanical in nature, also stating the following:
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"They don't pose a threat even if you let them fuse permarenently, then it'll think exactly the same as you. There used to be a few Starborn units with a pair, but... those days are long past."
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If left long enough the Riftdrowner will fuse to become symbiotic with the 'other-owner', and will protect said 'other-owner' viciously. Due to this process information can be shared in nanoseconds rather than half-seconds.
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-Armor Value: 60 Armor
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-Armor Durability: 3DR
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*Grants 2x [1d6+4] <Razorvine that functions as additional Assault/Parry/Riposte OR Block rolls
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*Inflicts Bleeding on a max critical against living beings.
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>Currently borrowed by Dul
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>Rogue Elite Cloud-Cloak: an incorporeal, and thus invulnerable, wide-brimmed cloud-blue & white cloak with a powerful slowfall-float enchantmarent that negates fall damage via an impact-dispersing cushion of air, automatically occurring within 10M of ground under damaging velocity.
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Allows the owner to float, walk, run up to 10M above any surface and even grants a limited form of flight in three dimarensions without the normal effects of gravity, able to reach a maximum altitude of 4 miles.
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An extraordinarily costly item, Cloud-Cloaks are solely given to those few Rogue Elites whom have earned the second highest rank, besides Matron of course. Due to the secretive nature of where Cloud-Cloaks come from, owning one without being a current or former Rogue Elite member, or having the favor of Las Pegasus's Matron, will likely lead to serious conflict.
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Amerose and Hodch have no idea how this one arrived in the Fortress.
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*Adds +1 to all non-combat Stealth rolls in white or blue backgrounds
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*Adds +2 to all Block/Evasion/Flight/Reaction Speed/Sprint rolls
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*BANNED: may only be worn by a Rogue Elite faction member
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>Pure Void Drop: one of the two known pseudo-material essences from the Scars of the Moors, this is a teardrop shaped, physical representation of the Void on Tallus, incapable of being subjected to touch for long or it may disappear from reality.
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When consumed, a sliver of the Void's notorious 'quiet' influence is imparted, granting the consumer the ability to safely travel through the Underdark now and then, as if they were a being originating from there.
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*Adds +1 to all in-combat or non-combat Stealth rolls
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*May safely travel through the Underdark once per Operation, with one more use at Master rank Stealth, and becomes considered an Ally to the Void
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*ALL Ranged capabilities are removed while under Stealth, and the consumer loses all DR for the turn after dropping Stealth as the transition from incorporeal to material spectrums is a jarring event
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*This effect becomes permarenent afterwards and retains its negative qualities under use of Stealth, though is highly prized by batpony Hunter-Killers and treasure seekers nonetheless
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-Rose, Warmth of Life, The: in appearance a bright red rose with smoothly curled petals, carved from a large flawless ruby, the stem delicately shaped from a long glittering emerald.
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This artifact was created during the Early Dynasty era, and was used to consecrate the long lost Temple of Sanctive Life upon its completion.
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Though whom or what created it is unfortunately lost to history, it was passed down through the hooves of marely healers across Tallus, given as a sign of truest mastery in the gentle arts of healing and negotiation.
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Recovered from the Solar Armory in Canterlot.
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*When carried, the Bearer of Life, as those whom bear it are known as, MUST add +4 to all Medical, Recovery, and Neighgotiation rolls
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*Bearer is incapable of acting dishonestly or dishonorably, cannot bear ranged weaponry
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*Bearer cannot enter combat unless to heal others
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*Bearer cannot Stalk opr use Stealth
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*Bearer cannot be attacked by living, Eldritch, Otherworldly, Planar, and Undead beings
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*Against hostile Spectral beings the owner's attentions are immediately focused upon them, becoming a Mortal Foe to Spectrals, must add +4 to ALL offensive rolls, and is granted a [1d6+4] <Auto-Regen ability
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*MIDDLE DYNASTY HOLY RELIC
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-Sea Breeze Pendant: a flat, 2" tall figure of a flying pegasi carved from a coconut hull, made by a unicorn ally of the Sea's Bounty clan. How old it is, how it was flattened out, and why it still smells of freshly shaved coconut, nopony knows..
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Or as Amerose puts it: 'more likely than not, nopony really cared enough about simple trinkets like these to keep a record of their history. I cannot quite blame them, really'.
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*When worn by or infused to a living being, adds +1 to all Block/Evasion/Flight/Reaction Speed/Sprint rolls, but the bearer suffers a -2 penalty to all other rolls.. except when Fishing
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-Shattering Sphere: a 4" in diameter swirling green, silver, and blue sphere that pulses at regular intervals.
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An original sphere dating back to the days of the Early Dynasty Era, these were created by combined psion & unicorn efforts, predating Impact Seals by roughly 1,000 years.
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First devised for use by earth ponies in destroying cave ins and for mining dense minerals, it soon found use as an effective weapon for early lancers utilizing close-ranged suppression tactics.
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However, by the time Impact Seals found widespread use these were quickly considered outdated, with nearly all Shattering Spheres replaced or repurposed once again for mining and rescue operations.
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*When enchanted to a polearm or other large weaponry, grants a [1d6+10] <Impact Shatter non-Elemarental attack that deals double damage against Fragile and heavily armored targets, buildings, and fortifications
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-Sigil of the Dusk Striders: a 1' tall, blackened copper kite shield embossed with an unrefined kanpri sigil of Luna's Mark.
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An archaic relic created by the Dusk Striders, the first Lunar faction militia known before Luna herself was crowned as Princess, this priceless Sigil is numbered amongst thousands of similarly priceless treasures and belongings lost before and during the Lunar-Solar War.
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Around the time the latter militia Dusk Striders formed, the Early Dynasty's city-states had expanded to create a thriving, if long distance, network of safe and well guarded, highly maintained roads roads.
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While Silver, not yet calling herself Empress then, was more than happy to allow all of her sister's factions free access, the Dusk Striders chose to make their own paths throughout Equestria, using the various stages of the Moon as travel guides and safety warnings.
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Eventually creating tunnels through the Overdark and Underdark for much faster travel routes, the Dusk Striders discovered marely of the Void's dual spectrum intelligent life forms, and quickly set about learning from the less hostile ones.
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As compensation for using their spectrums, some Void beings accepted offers from the Dusk Striders to learn of their world if they would teach or share knowledge from their own, including the ability to shape kanpri, one of the most difficult metals to extract from Tallus besides mythril.
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After marely years of trade back and forth, the Dusk Striders eventually presented this Sigil to Luna, whom gave her blessings to the militia as a whole, afterwards instructing them to award it to their most prized commarender each generation.
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May only be borne by a member of the Lunar faction.
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*When used as either a final addition to armor as a 3-slot enchantmarent OR as a Finishing Touch, the Sigil of the Dusk Striders adds +1 to all Block/Evasion/Flight/Reaction Speed/Sprint and Negotiation rolls
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*All Flight or Sprint rolls are converted into Voidstep, allowing the bearer to travel near-instantly
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*Bearer Automatically becomes a Mortal Foe against Fire Elemarental and Undead beings.
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-Silverine Horn Ring: a shiny, bright, and completely unadorned silverine horn ring with a heavily rounded exterior, and while otherwise plain it seems to have suffered no damage throughout it's long existence.
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Amerose has identified this horn ring as being made in the Middle Dynasty era by the Empress, then gifted to one of marely unicorn escorts in the service of her city-states.
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Amerose has also stated that virtually no silverine relics have been discovered during excavations, or passed down through families, leaving historians puzzled as to why.
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*When worn by a unicorn, this ring adds +1 to all Casting and Grand Spell rolls, but due to silverine's lack of heat displacemarent qualities only allows a maximum of 5 turns for use
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*After 3 turns required without Casting, the horn ring will be fully cooled
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-Stricken Dreamcatcher: a dim white palm sized hoop, carved from what is likely the skull plate of a large reptilian species, with a single bright white thread woven about it roughly a hundred times to simulate a spider's web.
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Adorning the dreamcatcher is a series of tiny beads and tokens, ranging from miniature claws, teeth, perfectly round stones, and other odd paraphernalia. Sent to Razorback from an unknown location, but presumably from somewhere in the Zebra Lands.
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Despite Amerose's immarense patience and attention to detail, she has, bafflingly, claimed that she has no idea what the thread is, only that it resembles cotton with roughly the same density as steel, nor is there evidence of the thread being tied at any point, leading her to think it was created by the Neighle`Zi mystics.
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*When infused to armor as a final addition, the Stricken Dreamcatcher draws hostile energies towards itself, absorbing 1/4 of all non-physical Casting, Eldritch, Otherworldly, Mystic, and Psionic harm from the bearer
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*However, Eldritch and Otherworldly beings see the bearer at a +2 Threat penalty
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*The bearer suffers a -2 penalty to all Casting, Eldritch, Otherworldly, Mystic, or Psionic abilities of their own, including offensive Elemarental and non-Elemarental melee enchantmarents
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*3-slot enchantmarent.
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-Sound Stone: a traditional piece of equipmarent for nearly all Saddle Arabian natives, these bright yellow oval pieces of glass are created by heating, compressing, and compacting a layer of Howling Dune region sand, then enacting several rituals of mystic perception.
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When carried against one's skin, sound stones enhance the bearer's sensitivity to vibration while also slightly increasing visual acuity, obviously emulating the ability to 'see' through sandstorms.
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Awarded by Countess Folunasi.
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*Adds +1 to all Perception/Scouting rolls, but exceptionally loud noises will cause feedback
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-Vow of Steel: a short, cold hammered, shiny steel chain created in Gozka. While meant to be worn around a wrist or hoof as a battle-token, wise shaman have recently begun scribing these chains with glyphs of endurance, strength, and speed, granting slight improvement's to one's skills in open combat when enchanted to an honorable being.
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*When worn or enchanted to a living being, adds +1 to all Assault & Block rolls the following turn after being attacked, but the owner loses this boost if they are uncontested
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-Whitesteel Shard: a small, unrefined, jagged, and heavy piece of whitesteel, an unnaturally hard and widely occurring material that appears in large quantities around the Dragonspine Mountains.
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Typically used as a replacemarent for mythril or kanpri, both of which are both extremely rare and exorbitantly expensive, whitesteel is suspected to be the oaths of long-deceased dragons, returning to protect the inhabitants of Tallus from the Planar realms.
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*When infused to a weapon adds +1 to all Assault/Parry/Riposte rolls, also reducing the reforging process by 1/2
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*When infused to armor provides +1DR, also reducing the reforging process by 1/2
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UNIQUE SETS STORED IN THE CITADEL ARMORY: may be loaned out to Starborn members or affiliates for temporary use.
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>Legendary Ruiner's Armor (Crystal-Forged, Graven-Carved, Lunar-Forged, Rune-Forged, Ancient Legendary Artifact): an ancient, full body set of midnight purple armor with black trim.
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A full face mask with a diamond composite is used for the eye slits, using segmarented kanpri plates for the neck and legs, completely protecting, and hindering, it's wearer.
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Originally created for the Lunar Guardian's Heavy Lancer unit, forged by Luna with aid from her gryphon, minotaur, Eye, and batpony allies, this is the only surviving armor of it's kind though numerous highly damaged pieces of varying sets are featured in the largest museums throughout Equestria.
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After the culmination of the Lunar-Solar War, this one was hidden in the Ardent Crypt by Princess Luna, though has never been used since. In modern times it's location was entrusted to Generals Valden and Twisted Wing should the need for it's use arise.
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As all of it's past wearers have failed in some marenner of their duties, the Ruiner's set has come to be viewed with a great deal of distrust and suspicion, while some suspect that it may in fact be cursed.
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-Armor Value: 10DR
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-Armor Class: Full Body, Extremely Heavy
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-Enchantmarent Slots: 0/4 remaining
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-Defensive Enchantmarent #1: three times per Mission grants a [1d6+X] <Lunar Pulse non-elemarental strike to an attacker from the previous turn, where X is 1/2 the TOTAL Casting or other esoteric damage taken
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-Heavy Weight Penalty: unless Charging, the wearer suffers a -12 penalty to all Block/Evasion/Sprint rolls, also rendering the wearer incapable of turning more than 90 degrees each turn
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-Legendary Ruiner's Hoofblades (Crystal-Forged, Graven-Carved, Lunar-Forged, Rune-Forged, Ancient Legendary Artifact): a quartet of heavy, solid, thick protective kanpri hoofboots with four 6" long blades attached to the front of each boot.
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Obviously intended for defeating heavy armor and performing defensive position entrenchmarent with great ease.
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-Melee Weapon Class: One-Hooved
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-Enchantmarent Slots: 0/2 remaining
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-Base Modifier: adds +4 to all Assault/Parry/Riposte rolls
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-Armor Pierce: 3 (negates 3DR)
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-Utility Enchantmarent #1: Superior Slowfall-Float enchantmarent
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-Utility Enchantmarent #2: adds +2 to all Block/Evasion/Reaction Speed/Sprint/Flight rolls
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-Legendary Ruiner's Lance (Crystal-Forged, Graven-Carved, Lunar-Forged, Rune-Forged, Ancient Legendary Artifact): An extraordinarily heavy 8' long twin-beamed lance, forged from purified kanpri by Princess Luna, with aid from her Gryphon, minotaur, Eye, and batpony allies before the start of the Lunar-Solar War.
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Solely intended to be used by earth ponies capable of bearing the entire Ruiner's Armor sets, only pieces of the originals remain scattered across Lunar held lands.
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The lance can be held on either side of the Ruiner's Armor via a set of locking clamps, and while heavily warded to prevent it from being removed, it is possible to do so.
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-Melee Weapon Class: Two-Hooved
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-Enchantmarent Slots: 0/3 remaining
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-Base Modifier: adds +4 to all Assault/Parry/Riposte rolls when used
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-Armor Pierce: 3 (negates 3DR)
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-Offensive Enchantmarent #1: [1d6+4] <Lunar Chaos non-Elemarental strike that ignores DR, dealing double damage against Eldritch, Otherworldly, Planar, Spectral, and Undead
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*Grants a [1d6+50] <Ruiner's Blade physical strike, usable ONCE per Mission/Operation
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>LEGENDARY RUINER'S SET: adds +1 to all Leadership rolls and grants an additional Assault/Parry/Riposte roll.
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*Furthermore, the wearer gains these Quirks & Traits if they do not have them: Honorable, Hyper-Efficient, and Natural Leader: Nocturnal.
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UNIQUE SETS STORED IN THE CRYSTAL KINGDOM ARMORY: may be loaned out to Wardens, Allies, or affiliates for temporary use.
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>Knight's Torrent Blades (Crystal-Forged, Unique Ancient Legendary Artifact): a set of 40 medium length, solid and heavy bluesteel wingblades, Crystal-forged in the Empire approximately 1,000 years ago. Created for the only pegasus to reach the rank of Imperial Knight, a displaced former Solar Guardian from Old Canterlot.
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Prior to his death, he renamed the set to ‘Torrent’, symbolizing his still-living, existential connection to a pegasi-claimed region which no Crystal pony has explored.
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Engraved with his oath to the Empire, these wingblades are considered relics of the Wardens, though disappeared from the Imperial Armory at some point in history. Lorekeeper Amerose has not been able to find when or where.
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The left side wingblades read: “To my Empire: my gratitude for taking in a dishonored outcast.”
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The right side wingblades read: “To the Citizens of the Empire: my life is only a shield for your protection.”
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*Recovered from the Solar Enforcer Armory in Canterlot, returned by Lont.
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-Melee Weapon Class: Light
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-Enchantmarent Slots: 0/3 remaining
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-Base Modifier: adds +3 to all Assault/Parry/Riposte attacks
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-Offensive Enchantmarent #1: grants a [1d6+3] <Frostshock Elemarental attack
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-Defensive Enchantmarent #1: grats a [1d6+10] <Dampen Aura defensive ability, reducing the harm from Eldritch, Otherworldly, and Planar attacks
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-Mechanical Enhancemarent: adds +3 to all Block rolls
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-Knight's Torrent Armor: missing.
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-Knight's Torrent Helm: missing.
by PonyStrangler
by PonyStrangler
by PonyStrangler
by PonyStrangler
by PonyStrangler