High Fae's Agreement

Site Index > Rules > Gameplay > Item Types > Rituals > High Fae's Agreement

High Fae's Agreement

Ritual Component

Name: High Fae's Agreement

Sub-Type: Ritual Created

Description: A magically bound, signed contract with a high fae.

Created By: Secret

Rarity Level: Secret

Item Number: Secret

Associations: Secret

Ritual Use: Secret

A magically bound, signed contract with a high fae.

Description

When signed by a high fae regardless of the name they sign with, this paper is capable of allowing other rituals to take advantage of the agreement.

The high fae are difficult to compel to do much of anything. Even when you think you have it figured out, maybe you didn't. Was that really their name or yet another trick? Thankfully this specially prepared paper is capable of binding to any fae who signs it regardless of what they sign on it. This in turn can be used to take advantage of other extraordinary rituals.

References

Ritual Components

Most rituals will require specific components that are consumed or foci, items that must be present to perform the ritual, that are not consumed. When the ritual itself is consumed on use, it will be listed as a component.

There are a wide variety of ritual components. Basic ritual components are any component from the seven schools of magic. These are the most commonly used ones for rituals. There is no fixed shape for basic ritual components, but there are often themes among the different schools. These ritual components are found as loot during the game.

Other components can be absolutely anything. These are known as special ritual components to distinguish them from basic ones. These scarce ritual components (such as Dragon's Blood or Ghost Stones), cannot ever be substituted with other items or powers, you must use the exact item called for. Generally scarce ritual components are required for plots or the rarest of rituals.

Recognizing ritual components requires the Identify Magic skill.

This is a non-exhaustive listing of defined special ritual components.

GM Controlled Components

Gamemaster controlled ritual components are designed to be used by GM's to tell stories with. They have no fixed purpose. These items could be used as part of the Remedy ritual to cure a plague or remove a hexed item. They could be part of a plot from a GM, or even simply a red herring. All of these items are quest items and must be returned to logistics by the end of the event. The story reason for this is because none of them are stable, each one loses its potency in some way or another by the end of an event.

Name

Sub-Type Description

Azure Lotus Dye

GM Controlled A preparation made from a hard to find flower.

Bottled Elemental Fire

GM Controlled Fire from the elemental plane.

Caged Elemental Air

GM Controlled Wind from the elemental plane of air

Crystalized Elemental Water

GM Controlled Water from the elemental plane

Dryad Pollen

GM Controlled Pollen gathered from a Dryad's flowers

Dust of Disappearance

GM Controlled An invisible dust.

Evenandran Centennial Flower

GM Controlled A rare Evenandran flower.

Fortified Elemental Earth

GM Controlled Stones from the elemental plane of earth.

Goblin Iron Powder

GM Controlled A poisonous dust made from goblin iron.

Mad Waste Sacred Soil

GM Controlled Carefully selected dirt from the Mad Wastes

Mystic Residue

GM Controlled Residue from powerful magic.

Ocean Coral Grit

GM Controlled Ground bits of coral from the oceans near Novitas

Thermium Shavings

GM Controlled Shavings of the compound used to make Thermium

Thunderguard Mountain Sulphur

GM Controlled Sulphur from Terran mountain runoff.

Ritual Created Components

Ritual created components are special ritual components which are all specially created by one-use scarce rituals. A character who performs the appropriate ritual will be rewarded with the created component to hold onto until they decide to use it for some further purpose.

Name

Sub-Type Description

Anointed Incense

Ritual Created Incense used for high holy situations

Calcified Magic

Ritual Created Magic condensed into a solid form.

High Fae's Agreement

Ritual Created A magically bound, signed contract with a high fae.

Master's Thesis

Ritual Created Research into the secrets of magic.

Polluted Malfeasance

Ritual Created A physical embodiment of corruption and evil.

Pure Quintessence

Ritual Created A magical construct representing 'good'

Purified Orichalcum

Ritual Created A gem transformed and imbued with magical good intentions.

Terran Bloodstone

Ritual Created A magical gem with a spark attached.

Vial of Quicksilver

Ritual Created Captured moonlight.

Plot Marshal Controlled Components

Plot marshal controlled ritual components are exclusively the domain of the Plot Marshal and Second to decide when to send out. These items are as common or rare as the they deem appropriate. Players may attempt to submit PIPs to try to obtain these items, but it is solely up to the Plot Marshal and Second to decide if such PIPs have any chance of succeeding.

Name

Sub-Type Description

Ashes of Veracity

Plot Marshal Controlled A white dust with truth revealing properties

Blightsteel Ingot

Plot Marshal Controlled A nugget of pure blightsteel

Blightsteel Shavings

Plot Marshal Controlled Filings from blightsteel

Dragon's Blood

Plot Marshal Controlled The blood of a dragon

Dust of Lies

Plot Marshal Controlled A powder with illusory properties.

Elemental Axiom

Plot Marshal Controlled Raw elemental matter.

Elven Steel Ingot

Plot Marshal Controlled An exceptionally pure sample of Elven Steel

Focusing Crystal

Plot Marshal Controlled A crystal used in special prayers.

Ghost Stone

Plot Marshal Controlled A spiritually attuned stone.

Idrecchi Ichor

Plot Marshal Controlled A foul black ooze.

GM Controlled Components

Gamemaster controlled ritual components are designed to be used by GM's to tell stories with. They have no fixed purpose. These items could be used as part of the Remedy ritual to cure a plague or remove a hexed item. They could be part of a plot from a GM, or even simply a red herring. All of these items are quest items and must be returned to logistics by the end of the event. The story reason for this is because none of them are stable, each one loses its potency in some way or another by the end of an event.


Categories: Items | Ritual Components | Ritual Created Components


Site Index About Us Event Calendar Novitas Linktree Contact Us
Page last modified on February 15, 2023, at 10:12 PM
Powered by PmWiki