Ketrus/C1Goodies

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The Five Rings

Artifact 1 each, free Each of these iron rings has five jade circles, each of a different color, on their faces. One of these circles sits at the middle of the ring, static, and the other four move about the face, corresponding to the distance and direction of the other four rings. All five rings are linked, and function so long as they remain on the same plane of existence. Upon leaving the world, whether by journeying into Yu-Shan, the Underworld, or the Deep Wyld, the other rings will tremble slightly, and the jade dot corresponding to the departing ring will disappear.

The Iron Horse

Artifact 5, circle possession, bought up by circle xp

The Iron Horse is a powerful artifact, a prized possession of Iron Soul's previous incarnation. Built by First Age construction procedures barely understood today, and almost never duplicated, its full capabilities can only be unearthed through careful and meticulous examination.

Its basic functions are simple. It is a 6 strength, 4 dex, 6 stamina construct that dashes at 20 yards per tick and never tires. It cannot attack, and has 10/10 LKetrus/C1Goodies/B soak and hardness. When its health levels (-0, -0, -0, -1, -1, -1, -2, -2, -4, Incap) are depleted, it is utterly destroyed. It requires Lore 5, Craft(Magitech) 3, Occult 3 to repair, with a one hour difficulty 3 Craft(Magitech) check per health level. Buying up artifact levels increases its capabilities by re-activating various sub-artifacts built into tiny amounts of the magical materials set into its surface.

  • 1- The Jade Saddle. A minor effect, the Iron Horse recognizes any of the Circle as its masters. The ride check difficulty for the Exalts to attune to the Horse is decreased to 1. The ride check for everyone /else/ is raised to 10.
  • 2- The Starmetal Mounting. The gemstone set in the horse's head is set in a socket lined with an almost imperceptible thread of Starmetal. It may be used to store personal essence similar to a familiar. Up to five motes may be invested in the gemstone, which can be recovered by any attuned user.
  • 3- The Moonsilver Mane. The Iron Horse automatically repairs one health level of damage per round, and can no longer be completely destroyed unless each component is utterly obliterated. It is immune to shaping effects.
  • 4- The Orihalcum Hooves. When the gemstone is fully charged, a single willpower and the full capacity of the gemstone can be expended as a Simple action to allow the Iron Horse to fly for an hour. The horse will also naturally trample or knock aside any man-sized obstacles in its path, Accuracy 10, Damage +10B piercing.
  • 5- Buried within inner workings of the Iron Horse is a Soulsteel Clockwork. The mouth, formerly cosmetic, now functions with shocking capability and ferocity. By consuming the flesh or blood of an intelligent being, the horse can regain 1 essence per HL. It can only regain ten motes per day in this fashion, eating /corpses/. Devouring the living does not count against this or any other limit, and allows it to regain a number of motes per HL devoured equal to permanent Essence of the victim. Used as an attack, this bite is Speed 5, Accuracy 14, Damage +10L, Rate 2. In its full form, this is not just a superlative mount, it is a terrifying essence engine that feeds upon the flesh of mortals and can fuel the entire Circle with magical power so long as they are willing to make the correspondingly large sacrifice. The first and true name of this terrible device is engraved upon the Soulteel Clockwork in Old Realm. It reads, "Buttercup."

Next to the Soulsteel Clockwork, Aimless Key discovers a memory crystal that tells her of another hidden stronghold, an orihalcum refinery hidden on a mountaintop not too far north of Nakia and the forgotten fortress. It contains basic facilities for constructing and repairing artifacts, as well as whatever artifacts and supplies yet remain from the First Age. Obscured from intrusion in the same manner as the fortress, it is highly likely its treasures remain unmolested--as do its defenders.

Grave of One Thousand Dragons

An Abyssal 3 manse buried deep under the surface of the earth, it produces a fairly powerful hearthstone. When set in a weapon, the Dragon's Death Gem turns all damage dealt by the weapon into aggravated damage against dragon-blooded. Dragon-blooded can sense the deathly power of this gem, and justly fear it. The manse's hearthstone chamber also acts as a tiny shadowland, allowing access to and from the Underworld.

Also stored within the hearthstone chamber are orihalcum shards of a once-mighty blade, the personal weapon of a First Age Solar that killed one thousand one dragon-blooded warriors, then broke an entire mountain with his final blow. It would no doubt require extensive facilities to completely repair, and may also need exotic components.

Nakia, the Twisted Reins

Ancient and powerful in life, she is only slightly less potent in death. Nakia retains knowledge of all published terrestrial circle sorcery, although she can no longer cast these spells herself. She also has great insights into the politics of the Realm from which she was outcast, if you don't mind the information being a few centuries out of date. More currently, she knows much about the politics of the Empire of Aki, especially the Kingdom of Deme, where she now makes her home.

Reckless Draught, godblooded

A compassionate young man, he sometimes goes a little too far out of his way to help others. He is a capable healer, and fairly popular in Great Forks, his proper home, despite his many lengthy travels. He tends to go places other healers won't, the distant, the rural, or the forsaken, in hopes that his unique take on medicinal magics can make the difference for men and women otherwise lost to disease and death. The grandson of the Eastern God of Inebriation, he has some tiny measure of contact with heavenly affairs, as well.

Knack, the displaced Wyld Shaman

Great Great Great Grandson of Nakia, he long ago journeyed into a small wyld zone north and west of Nakia in search of the power he could not gain through Exaltation. He returned... changed. None can doubt his skill in thaumaturgy, or his few strange wyld gifts. He may have insights into the Wyld regions of the area, few though they may be, and he is a capable mortal thaumaturge of several disciplines.

The Ghostly Army

Although a fraction the size of a Realm Legion, it is a potent force for its training and its very nature. Inhumanly loyal and incredibly skilled, they will fight to the death for their Solar masters. Consisting entirely of tiger warriors, the twenty-five officers are even better trained. Through extensive use of Solar training charms, they have a rating of 4 in every attribute and ability, making them astounding generalists and leaders in any endeavor. They have fifteen ballista, twenty zombified yeddim, and four hundred twenty horses, as well as sufficient personal weaponry to maintain a long and hard campaign.