Artifacts
One of the main reasons why a steady flow of adventurers keep coming to Felarya are the riches, the fabulous treasures, and the powerful ancient artefacts that are scattered all over the world. Many of them come from previous unlucky adventurers...
Contents
MUST products
Magical and Useful Survival Tools Inc ( MUST ) is the biggest and most famous seller of standardized artefacts and equipment for adventurers in Negav. Their products are cheap but not really the top quality out there... Which, in a world like Felarya, make a HUGE difference. In addition, there is those persistant rumors about some sort of murky deals between MUST and some predators... With the company selling flawed products and sending young, unexperimented adventurers to their doom and getting the gear back from the predator who ate them... Nothing has ever been proven yet though.
Carinra Camo Potion
Carinra leaves are known for changing skin pigmentation to a random colour. Some mages have been working on a spell to control this effect so it can be used in a camouflage potion. The idea is simple: hide and drink the potion and your skin will change colour to match your surroundings. Of course, it's less effective when used to hide from predators possessing the predator sense, but used in conjunction with other thing, it could improve your chances.
Boots of Water Walking
With the proper set of enchantments, one can get almost any desired effect on articles of clothing or pieces of armor. These boots have been enchanted specifically to allow the bearer to run across the surface of water (fresh and saltwater, other liquids require further enchantment). It allows people who would normally sink like a rock to survive a fall overboard, and those who can run faster than their non-equipped comrades can swim might be able to escape incoming predators much easier... survival of the fastest.
Guide Orb
A very useful artefact to have in Felarya, Guide Orbs basically replace the compass, which doesn't work in Felarya. Its purpose, as its name suggests, is to guide travelers through the wilderness of Felarya. The orb itself is about 25cm in diameter, and has rotating sections covered in runes. Each rune configuration corresponds to a different destination. Most orbs are rented, but they will be sold to experienced customers who have the knowledge required to use them. The orb guides by sending out a beam of magic light, usually about 10 meters long. It deduces its location through triangulation from the locations of magical landmarks, like the Isolon Eye or the Ur-Sagol Dimensional Gate, guiding the user with decent accuracy. The orb must be used cautiously though, as it emits a surge of magic that can attract creatures possessing the "Predator sense". Your best bet is to turn it on, estimate your orientation and then turn it off.
Eversharp blades
Like the name suggests, Eversharp blades are ever sharp and never lose their edge. It's a basic enchantment often found on any powerful magical weapon. Magical Useful Survival Tools Inc has created a mass production version of eversharp weapons. These weapons can be dulled, but they regain their edge, sharpening themselves. They are popular with mercenaries, guards and the like, because of their low maintenance cost. Eversharp blades are not restricted to swords & daggers, eversharp axes, pikes and halberds also exist and are common.
Defershir
A sword for the warrior with a flair for the dramatic and the choice of theatrical one-blow-showdowns. A defershir is an enchanted blade (Almost invariably a katana-like weapon). When the blade makes a smooth cut through an object, there is no immediate effect for a short period of time. Usually after several seconds, the postponed damage will become apparent, and the object that was sliced through will fall apart, wounds will burst open, and tree limbs will fall. The downside of using a defershir is that it postpones most injuries delivered, meaning the target will have an opportunity to counterattack before they are actually damaged. For this impracticality, serious warriors tend to laugh at you for carrying one around and they're more considered novelty.
Treasures
Johnless John's Never Dirtying Rags
One of the few remaining inventions of Johnless John, these rags will never become dirty under any circumstances. Stains, dust, dirt, anything on the rags or wiped up by them will quickly disappear as though it never was. Less than two dozen of these rags remain, and almost all are accounted for by the cleaning staff of Negavian Nobles. While intended to clean up after the messes one might produce on their own, an interesting side-use has been found: these rags can effectively clean up the slime of a Slug Girl! If someone were lucky enough to get stuck in a Slug Girl's trail with one of these in their possession, they could quickly wipe away the slime and create a small path to escape back into the jungle. Furthermore, these rags are amazing weapons against Slimoids, Oozes, and Eisners's; due to the fact that they destroy what they absorb, most of those species will recoil from the Never Dirtying Rags similarly to how other wildlife flees from the touch of fire.
Fairy artefacts
Fairy Glass
Fairy Glass is a special kind of glass, made from a combination of sand from Akaptor desert and ground rocks from near the Fairy Pond. Mixed with a fundent and molten before being blown into its form, Fairy Glass preserves shrinking effects on the target, keeping it small for as long as it's inside the glass object. Fairy Glass is mostly used to make bottles and snowglobes, but it can also be used to make rings, bracelets, tiaras, and other jewelry for people who for some reason want to stay small for a prolonged period of time. It can also be used for optics, but people wearing fairy glasses tend to be prone to strange accidents- not all of which involve the optic properties of the material. Not completely, at least.
Creations of Chlaenas Shapers
Amphicilime
This free-floating floral organism is a symbiotic creature created by Shapers, and can commonly be found at the Ryzelm’oire Bazaar. Unlike most plants, amphicilimes generate energy with chemicals rather than by using photosynthesis, so they are capable of surviving even in the light-less ocean depths. An amphicilime has five broad petals, several tiny tendril-like structures in the center of the plant, and a large clear bladder that forms the bottom of the flower. Upon pressing it to one’s face, it will wrap its petals securely around your head, clinging to your face firmly. The tendrils tend to partially worm their way into your nasal cavity, which can be somewhat unpleasant but not painful.
Since the bladder of the amphicilime is transparent you can see through it, and it also stores up oxygen that the plant generates while it absorbs the carbon dioxide as you exhale. This allows an amphicilime to be used as an underwater breathing apparatus, letting a human or similarly-sized being stay underwater for days at a time. Amphicilimes typically survive for a month, if properly cared for. They can be difficult to remove, but can be coaxed into releasing their hold and removed, and then put back on at a later date, as the owner desires. They require near constant exposure to water to live, though, so if you take one off in an air-filled environment, you will need a tub of water to store it in or it will quickly begin to wilt.
Note that while an amphicilime will allow you to breathe underwater, it does not provide any sort of protection from depth pressure; the wearer will need some other method of surviving the intense pressures of the ocean depths. Amphicilimes tend to be very popular items at the Bazaar, and highly sought after by humans, elves, and other explorers; since they are too small for chlaenas or large predators to use, they are fairly plentiful. But because everyone knows they are prized by smaller, air-breathing races, they tend to be valued fairly highly.
Shock Claw
A symbiotic armament created by Shapers who focus their art towards the skills of weapon-making, a shock claw resembles a carapace-like armored gauntlet that covers the wearer’s arm up to the elbow. Shock claws are typically custom-made; they are almost never found at the Bazaar, so if you want one the only way to get it is to commission a Shaper to make one for you. This is typically very expensive, however, a side benefit is that shock claws can be made for creatures of any size.
Once a shock claw is donned, it takes approximately a day for the creature to burrow into the wearer’s nervous system and musculature; once this process is complete, it can not be simply removed; the creature becomes permanently fused with its host. A Shaper armorer can remove it, but it is a lengthy process, which they typically charge highly for... and results in the shock claw's death. Thus, it is not something they do lightly.
The shell-like outer casing of the creature makes excellent armor, capable of withstanding a good deal of force and turning away bladed weapons. In addition, the "fingertips" of the creature end in keen points, which do not hinder the host’s manual dexterity, but can be used to claw at an opponent in dire situations. The main ability of a shock claw and the reason it gets its name is that the creature has three organs along its back that are made up of electrolyte cells. When threatened, the host can trigger the symbiote to unleash a powerful electrical discharge that travels down the creature towards its claws, and is capable of causing temporary muscle spasms in even a large predator (for a human-sized claw).
In certain circumstances, when used to strike a vulnerable spot or unleash the electrical pulse directly into nerves, a giant predator can even be stunned for a short period of time, allowing the host an opportunity to escape. However, the shock claw requires an hour of rest to be able to recharge before it is capable of unleashing another pulse, making this a very situational weapon. Typically, shock claws are sometimes found among the elite guards for the larger and more powerful Houses of Ryzelm’oire, and the occasional visitor who has managed to do fairly well for themselves in the city. In general, however, they are very rare.
Flame Coral Circlet
A somewhat rare defensive symbiote, the flame coral circlet typically resembles a piece of jewelry like a neck torc or bracelet, crafted from a deep orange coral-like substance. Slipping the circlet on results in a moment of discomfort, as the wearer will feel several pinprick like sensations shooting up his arm or down his neck; inexperienced owners often tear the circlet off and damage it in their surprise. However, this sensation is normal and quickly passes.
A flame coral circlet needs only blood to survive, and will drink the little it needs directly from its host, through tiny thorn-like structures that pierce just beneath the skin. A healthy and content circlet is easy to spot; tiny red filaments will extend from its surface, constantly rippling in the water in a manner similar to a flickering flame. When it or its host is threatened, a Flame Coral Circlet will constantly release clouds of those filaments, which contain stinging cells similar to those found in jellyfish tendrils.
Most giant aquatic predators find these stinging cells difficult to tolerate, as contact with them creates a burning sensation, as though you were on fire; getting them in your eyes, mouth, and/or gills is agonizing, and can temporarily incapacitate even the largest cecaelia or mermaid. The host, of course, is immune to this effect as long as he or she is wearing the circlet and for a short while after taking one off, as the creature releases enzymes into the bloodstream while it feeds, that provide a temporary immunity from the toxins in the filaments.
Flame coral circlets sometimes release their filaments at inconvenient times and places; a sudden rush of adrenaline may startle the creature and make it think it is in danger. For this reason, they are banned in many enclosed areas within Ryzelm’oire. Being stuck in an enclosed room and forced to breathe in a toxic and irritating cloud is not something the average chlaena enjoys. Expect to be asked to check the circlet at the door should you go into certain heavily populated areas such as one of the Spires or the Bazaar. Obviously, flame coral circlets only work underwater; above water they quickly dry out and there is no medium to carry the stinging filaments.
One should also be aware that there are certain predatory species that not only are immune to the filaments of a flame coral circlet, but actually enjoy the taste. In particular, sea slug girls are said to be fond of the “spicy flavor” it imparts to the host!
Tendril Graft
Tendril grafts are exactly what they sound like: smooth tentacles with a great deal of flexibility, strength, and dexterity that are implanted into a person’s body. These can come in various sizes and be implanted in various places in the body, however each one is typically treated as an individual assignment, and it requires the personal attention of a Shaper. It isn’t simply a matter of running down to the Bazaar, trading for a tentacle, and slapping it onto your body; a Shaper actually has to operate on you and create muscular, nervous, and circulatory connections between your body and the new limb.
Once it is done (the process can take between 12 to 24 hours per tendril), the tentacle or tentacles become part of the subject’s body; rather than being symbiotic organisms, they are merely new extensions of the person’s body. They possess a full sense of touch, are fairly durable, and can be used to hold and manipulate objects. The larger tentacles can actually be used to hold and wield weapons, just as you would with an arm (these are typically implanted on the back or shoulders, but sometimes on the forearm as well).
It does take a while to learn how to use the tentacles at first; one must figure out how to flex muscles that they didn’t have before. This sometimes leads to things being broken and people being accidentally hit by flailing limbs until the person learns how to properly control them. Tendril grafts are fairly common among guards who have been in service to a chlaena House for a long time. The more experienced warriors are capable of wielding several weapons at once; if you are stopped from entering a House by someone carrying a bundle of spears on their back, and they have six ‘arms’, you probably want to walk away.
Compass
A round, spherical creature about the size of a ball, a Compass is not used to find your direction in the perilous waters of the Topazial sea. Instead, one uses it to find danger, and hopefully avoid it. A Compass must be handled delicately, as it has a gelatinous consistency; if you grip it too tightly, your fingers will sink into the creature’s body and kill it. It is not known what a Compass requires to survive; only the Shaper’s Guild seems to be able to keep them healthy. For this reason, they are extremely rare, and a Compass that manages to find its way onto the Bazaar typically only lives for a week and a half outside of the care of the Shaper, two weeks at most.
The reason anyone would bother with such a fussy creature is because a Compass has a rather unique ability; it can somehow detect creatures that are using the predator sense. The nucleus of the creature will shift within its body, pointing in the direction of the nearest predator and beginning to glow with bioluminescence... the brighter the glow, the closer the creature is getting. In theory, one can use a Compass to avoid predators while making your way through the ocean... however in practice it does not always work out that way.
The main flaws of the Compass are that it can only detect and track a single creature at a time, which will always be the nearest predator using the predator sense, regardless of location. In addition, it will always glow in proportion to the proximity of a predator; this can make it rather difficult to hide from one who is nearby, if you’re holding a bright light that is pointing in their direction. Most people use a kelp sack or some kind of cloth to cover the Compass when not in use.
Another weakness is that a Compass can not detect predators who lack this sense altogether, or who are not actively using it (should they be able to control it to that degree). A cecaelia could very well sneak up right behind you, while the Compass is pointing to a far off sea naga at the very edge of its range of detection. While a Compass can be useful, one should not mistake the warning it provides for a measure of absolute security, as this could be fatal.
Reef Spear
Reef spears come in a variety of sizes, ranging from human-sized all the way up to those meant for use by merfolk and chlaenas. Reef spears, like their name suggests, are spear weapons formed from the various types of coral that comprise the Reef of Ryzelm. However, this coral is still alive, and is capable of not only repairing minor damage to the weapon but keeping it always sharpened to a keen point. When the edge of the weapon begins to dull, the coral starts to flake away, revealing a new razor-sharp edge which it begins to rebuild upon to increase the strength of the blade.
As long as most of the haft of the weapon remains, a reef spear will fully regenerate over the course of a week, even if the tip of the spear has been completely shattered. Due to their durability and relative popularity, reef spears can be found at the Bazaar at virtually any time for a decent value, along with smaller variants of the weapon, shaped like knives, swords, and punch-daggers.
Ancient Bone Blade
Named more for the age of the technique rather than the age of the weapon itself, the ancient bone blade is yet another living weapon that becomes part of the host’s body. The process for having one implanted is fairly gruesome and not for the faint of heart, as it involves the removal of the bones in their forearm! (if there are any.)
The removed forearm bones are set aside in a special vat, typically becoming part of the “price” of the weapon (and often used in other "art"), and a semi-rigid cartilaginous sheath is implanted into the forearm, anchored to the elbow and wrist joints. This serves to provide a rigid structure within the arm to serve in place of the bones that were removed; while there is typically some loss of flexibility in the arm, a person can do most things they could before.
Inside of the sheath is a network of nerves, tendons, blood vessels, and muscles.. some of which connect to a short sword that fits perfectly within the sheath. This sword is one solid piece, made of dense bone that is still alive and maintained by the constant flow of blood and nutrients into it. By muscular contraction, the sword can be ejected through a narrow slit in the palm of the hand, allowing the host to wield it as a weapon. It remains connected directly to the host by tendons, encased nerve bundles, and small veins, leading from the grip of the weapon through the hole in the palm, and linked into the sheath.
Thanks to the nerve endings, it is possible to wield the weapon with a great deal of precision, as the host actually receives tactile feedback through the sword. However, even though the bone is very dense and durable, chipping or breaking it can be extremely painful; it is part of your body, after all. Should the blade be snapped, in the worst case it will mend itself within two to three weeks; however, it must be kept sheathed inside the arm the entire time to allow it to repair. Withdrawing it and attempting to use it during this period will lead to a permanent defect in the blade; from that point on, it will snap much easier, and repair much more slowly. It is possible that a Shaper might be able to repair it, but upon seeing you how you ruined a work of art through neglect, they are unlikely to offer to assist you... at least, not cheaply.
The bone has a tensile strength slightly greater than that of steel, thanks to the bio-manipulations of the Shapers, and the edge is sharp enough to allow it to pierce even very thick hide. Better yet, the bone seems to have some magical properties, so it is capable of harming creatures that are vulnerable only to magical weapons. However, it can only cut a material target, so it is useless against spirits and other insubstantial beings. While ancient bone blades are popular among the higher ranking house guards, they tend to be used more by humans and other non-chlaenan races. Chlaenas do not have joints to anchor the sheath to, and even if they did, it would cause too great a loss in flexibility for it to be worth having. Typically, it is something far more useful among the hired help; an excellent holdout weapon for those peaceful meetings that somehow go disastrously wrong.
Funny artefacts sold by Gunther to unwary travelers
Like Gunther always says to reassure his customers: "Satisfaction guaranteed... or your money back!" Of course, after using these artefacts, you might find that difficult...
The GPS revolution brought to Felarya by Gunther. XD
- A bottle of Podmaw Nectar, marked "Giant Predator Repellent".
- The Confider Necklace. When the buyer wears one of these pendants, it greatly boosts their speed, intelligence, strength and agility... in their own minds at least. The confider actually does absolutely nothing besides infinitely boosting the confidence of the wearer to unsafe levels. Wearers have been observed to challenge predators to fights, go swimming in Anko's lake, puff cigars near Anna, and walk into dridder territory wearing t-shirts that read "Spiders Suck". The severely detrimental nature of these pendants has never been reported to anyone because the buyers are all either dead, or really happy with the necklace.
- A carefully obtained sample of water from the Fairy pond, bottled as "Growth Potion - use only in the presence of a fairy."
- The Ring of Total Digestion Immunity. True to its claim, no creature possess a powerful enough stomach to digest this ring, not even Menyssan! Its wearer probably wont be as lucky though.
- A Teleportation Scroll that can make it out of a predator's stomach! It does work, as the scroll DOES leave their stomach (and return to Gunther's workshop). Doesn't take the caster with it though.
- The Boots of Fast running. When encountering a predator, these naga hide boots will make you run in place, really really fast! (Like Scooby Doo as he's about to flee. ^^)
- The Device of Instant Self Teleportation. True to its name, this little wonder of technology will teleport you instantly a few miles from where you stand, including from inside the mouth or even the stomach of a predator! It just takes two hours and thirty minutes to power up.
- Giant Predator Detector. It works, it really works! From now on, you'll be able to know the location of every storm sprites, giant naga, canopy fairy, or dryads within 10 miles when you venture through the dangerous jungles of Felarya! It just emits some imperceptible mosquito-like ultra-sounds that greatly annoys the afore-mentioned creatures.
- The Emergency Escape Bell. When in danger, ringing the EEB will teleport you to safety! The only problem is that it sometimes takes a little while for the teleportation spell to reach full power, so you may have to keep ringing it while you run away. But it's guaranteed to work exactly as intended, or your money back!
Disclaimer: Please note that ringing the Emergency Escape Bell results in a loud, brassy tone that can be heard from up to 12 miles away. Rumors that giant predators such as nagas and harpies refer to the sound as "the dinner bell" are entirely unsubstantiated, and should be disregarded. Remember, we have not had a single customer who requested a refund on their Emergency Escape Bell, because they work exactly as intended.
- Credits goes to TheQuantumMechanic for the shapers'artefacts and Gunther Emergency Escape Bell, to Malahite for the Johnless John's Never Dirtying Rags, and Boots of Water Walking, to Anime-Junkie for the MUST idea, eversharp blades, Carinra Camo Potio, and Guide Orb, to Fish for the defershir, to Raveolution for Gunther Growth Potion, Gunther Giant Predator Detector, Gunther Device of Instant Self Teleportation, Gunther Boots of fast running, and Gunther Giant Predator Repellant, to Stabs and Yuki_Akuma for fairy glass, to Rythmear for Gunther Confider, to Sciran for Gunther Ring of Total Digestion Immunity, and to Flare for Gunther Teleportation Scroll.