Risk: High Chance of Death [If they get below 100 vitality, they roll for death or crippling perm.]
Players: 5 in total.
Elixirs allowed: 2 (This is here to denote that I will use them to heal -1- temporary injury per.)
Synopsis:
Many moons ago, a group of devout followers embarked on a journey up Mount Pavonis to seek favor from the Sun Deity. Her response was simple: 'Become Enlightened, Practice my Tenets.' Now, they return to the mountain's peak to earn her favor. This journey is a challenge, a test of their faith, requiring them to prioritize faith over love, friendship, food, money, and pride.
Only the worthy can endure, as the Sun Deity seeks to assess humanity's growth over the past century. The goal, is to truly earn the right to be the figurehead of her faith in Meranthe.
Players: 5 in total.
Elixirs allowed: 2 (This is here to denote that I will use them to heal -1- temporary injury per.)
Synopsis:
Many moons ago, a group of devout followers embarked on a journey up Mount Pavonis to seek favor from the Sun Deity. Her response was simple: 'Become Enlightened, Practice my Tenets.' Now, they return to the mountain's peak to earn her favor. This journey is a challenge, a test of their faith, requiring them to prioritize faith over love, friendship, food, money, and pride.
Only the worthy can endure, as the Sun Deity seeks to assess humanity's growth over the past century. The goal, is to truly earn the right to be the figurehead of her faith in Meranthe.
Quote:Grade A Items:
The Crest of the Sun: Ancient folklore from various regions speaks of this emblem as a mark of purity, believed to be elusive due to human imperfection. Yet, miraculously, this lone crest adorns a towering mountain, though it bears an unsettling quality.
Merely touching it inflicts searing agony upon the hands of the wicked, rendering their magic impotent. Those who grasp it without repentance invoke the sun's wrath, suffering severe sunburns that ravage flesh and shatter bone.
To wield such a crest requires one free of sin, marked by genuine repentance in their deeds, and an unwavering devotion to the sun. Only those capable of bearing the full intensity of the sun's purity may do so, and even they risk succumbing to destruction if they stray from righteousness.
(If the user seeks to do harm to those that are not 'evil' aligned, they will find themselves with the same injuries.)
(If they kill those that seek to do good or fall to evil's lucious temptations, this crest is taken from them and sent back to this mountain and found with either death or a crippling perm from the 'sun'.)
(Only those of Faith and of reptenance can properly hold on to this crest, in which it becomes a necklace with the statline: +5 power, 2 energy power 2 holy power -10 occult power)
Regenerative Leaves: Discovered atop the fabled mountain closest to the sun, these golden, sun-like leaves possess the extraordinary ability to alleviate both physical injuries and mental afflictions that torment those lost in the depths of despair.
Upon utilization, these leaves initiate a mental journey, guiding individuals to confront and overcome their inner demons, subjecting them to numerous challenges that ultimately lead to their restoration, albeit to a degree less than their former selves. While it cannot entirely supplant modern medicine, its assistance yields remarkable results.
For the astute alchemist and visionary stargazer, these unique leaves hold the promise of pioneering a novel form of medicine, one that could earn the celestial approval of the stars themselves.
(Can only be used once to mythril kit a perm every ten years.)
(If used on a temporary injury, can reduce the time by 25% with three uses every five years.)
(Can be developed into a new potion by alchemists.)
Quote:B Grade Items:
The Foxprint Tome: Declared as the sacred law of the Fox and her descendants across countless generations, this tome is adorned with intricate details designed to disseminate the faith of the Sun to all who gaze upon it. Though its authenticity remains a subject of debate, the wisdom, counsel, and self-restraint it imparts reveal a profound source of inspiration, urging dwindling adherents to rekindle their devotion.
Within its pages lies the lore of the Fox's capture during the Divine War and her subsequent imprisonment atop a distant mountain, casting an eternal night. It further chronicles the valorous men and women who embarked on a quest to unveil the Sun and dispel the darkness, liberating Jiuweihu from its cage and heralding a new era. This divinely-inspired narrative serves as a clarion call for those shrouded in nocturnal obscurity to unveil themselves and embrace the radiant light.
The Helm of War: While its origins remain a subject of intrigue, this helm radiates an undiminished divine brilliance, bearing only minimal traces of rust. Despite bearing multiple stabbings and dents, its magical potency remains evident, signifying its continued utility.
When donned, the wearer gains glimpses into the nightmarish tapestry of countless wars this helm has witnessed, ranging from demonic onslaughts to sacrilegious encounters with giants. Some claim to hear the epic saga of Ualdir as they don this helm, and in doing so, become 'possessed,' succumbing to a warlike fervor, driven by an insatiable desire for conquest in the name of the 'God of War,' Ualdir.
Nevertheless, an air of incompleteness lingers, leaving the helm with an mysterious aura.
(Can be fixed in an event or impressive development to fix the nightmares and cure the curse.)
(If used into a weapon or dev tool, adds Wrath modifier if criteria is not met.)
Quote:Grade C Items:
Anointed Oil: An elixir with the power to infuse unwavering conviction in one's very own faith. As it is poured, this sacred oil purifies one's past transgressions, ushering them into a profound state of repentance and spiritual renewal. Once utilized, the oil undergoes a year-long process of rejuvenation, basking in the Sun's radiance before being called upon once more to play a pivotal role in the ceremonial welcoming of new believers.
(Can be used for a number of rituals regarding the 'Sun' or 'Life' faiths.)
The Plan is relatively simple; As the group goes up the mountain, it will shift and change according to the trials of the old illuminated faith. They have to brace hunger, brace greed, brace pride, and all of the catholic-known sins and 'defeat' them in order to reach the top. There will be bosses and mini ecs that will also test them, and every time someone fails, they will suffer injuries and debuffs to their psyche.
The goal is to make them suffer.
Feel free to nerf / change things to make sure that they're not too strong. I just thought of them at the top of my head.