Sundering

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Introduction

In some sense, Sundering is very new to the world. It has existed for thousands of years in reserved elven laboratories and smithies, but its innovators did not share their knowledge with any outside of their own for the entirety of the time they commanded it. It was their well-kept secret, an edge on the rest of the world that helped keep the Ald'Norai ahead of the competition, and it served them best as a tool of war. Outside the elven domination of the craft, it was vastly used as a primitive means of aiding in survival, and an odd novelty that sat in treasuries gathering dust.

Sundering is the general term for tampering with Fragments, though it has carried many different names in the past. The practice is often viewed as controversial, even on an individual basis, for its ability to harness Arcanacrags but also the creation of Sunderscraps. While some countries condone the execution of mages that the darker side of Sundering necessitates, others aggressively rebuke all aspects of the craft for that reason, and the relentless pollution of the ecosystem on all levels, and seek retribution against all its practitioners. Regardless of the stance a country might take on Sundering it cannot be denied that the benefits the Sunderer provides are revolutionary.

A lot like Necromancy, Sundering has held back the world on the exploration of traditional sciences, as the convenience of Fragments has historically fulfilled the need to innovate new technologies. That was until the craft withdrew into obscurity as the populations of Mortal races grew, and eventually returned to the world when corrupted Adac began to appear after the Bleeding of Venedak.

Origin

It should come as no surprise to any that know them that the Ald'Norai were the first to unlock the hidden knowledge that was Sundering. Arlain, previously known as Indorin, the homeland of the Ald'Norai, is rich in copper and zinc, both metals used in the creation of Brass, a metallic alloy similar to gold in appearance. Though largely inexpensive and plentiful, the alloy made the perfect conductor for the magical effects that Arcanacrags could produce. Early tools were made entirely from brass and later evolved to transfer the effects through less conductive metals like iron and steel. It was during this time that Indorin began an inquest for the collection of the finite resource that was Arcanacrags.

Shortly after the manipulation of Arcanacrags became widely available to the Ald'Norai, the Sunderscrap was soon discovered, and from that, more types of Fragments and greater magical technologies soon followed. The Ald'Norai were the greatest users of Sundering in all of history, thousands of years ahead of the rest of the world's knowledge. They possessed relics, a means of purifying, refining, and even farming Sunderscraps; massive swaths of slaves were initiated with the intent of being harvested to fuel their Relics, and at their peak, they created powerful artifacts that have persisted through to the Age of Industry.

With their fall, their technologies and innovations were lost, utterly destroyed in the flames of war as no more than 'Elven Trinkets' in the eyes of their executioners. The passage of time destroyed most of their knowledge and research on Sundering, and when the knowledge that was to maintain and repair their great forges was lost, so too did their tools fade into obscurity, and eventually, extinction.

Modern Methods

Fragmenting was the original name of the art as it dealt solely in the application of Arcanacrags, which was the only Fragment available for the majority of history. It is well known that Fragmenting was made by no intention of the Gods, and instead came to be when the first Hyr'Norai discovered the crystalized remains of Noradac and all the wild and bizarre properties they had. They were plentiful at the beginning of mortal existence but became rare and obscure as the Mortals became more populace. The stones that provided so much in the form of benefits were very finite, and only so many had been discovered. As Such, Fragmenting gradually tapered from a common life skill that nearly every mortal knew and practiced, to a specialized art that very few understood or even knew about.

Then, everything changed after The Bleeding of Venedak. It was discovered that Noradac, the Spirits, became Arcanacrags when they were slain. A series of great hunts were launched over a period of only fifty years, and Arcanacrags were placed in the hands of ambitious scholars and scientists. With a much higher floor of education than early society, as well as better advances in metallurgy, scholars across the world discovered alternative uses for the Arcanacrags. The Fragments that were once considered to be indestructible, could be manipulated and altered to bend and shape other Arcanacrags to the will of the crafter through the use of Brass as a conductor.

These Scholars, or Fragmenters as they were named at the time, created specialized tools that could bend and shape Arcanacrags as they saw fit. Anvils and hammers capable of doing so became common in the castles of kings and the palaces of emperors. When Arch Hollows were discovered, and the supply of Arcanacrags only grew as rulers and usurpers sought to claim control of them where they appeared, Fragmenters only innovated more and more with the crystallized essences, and eventually discovered means of refining and purifying the corrupted fragments collected from the Hollows.

As new technologies and applications of Arcanacrags began to explode in popularity, Sunderscraps slipped quietly into existence. The crystallized ether of a mage was discovered in Daravin, and though the existence of such a thing was tried for secrecy, the workings of the Candor found the truth, and word spread like wildfire. Fragmenters all over the world learned of its existence and began to hypothesize how something could come to be, and what its applications might entail. And with their reserves of knowledge and research, they found the answers they sought.

A new branch of Fragmenting was founded. Sundering, as it was called, was built with a focus on mage hunting, and the gathering of Sunderscraps by extension. Lorien's Fragmenters saw the most growth in this practice, and because they didn't care for the well-being of mages that were executed in the acquisition of the Sunderscraps, no innovations toward the longevity or sparing of the donor mage were looked for, but only greater tools purposed for the murder and cannibalization of a mage's ether.

The weapons and armor created through Sundering changed the tides of war and decimated opponents that relied on steel and bullet alone. Quickly, it was established that Lorien's innovations in the efficiency of extraction and destruction of mages were a superior means of obtaining Sunderscraps, and the wild arms race that was the Sundering Revolution hit its head.

Now, Sundering is the common name for the practice. Scholars are usually divided politically on the art, as some regard it as a World Magic, and others, a blasphemous misuse of the Mark of Control. It is both lucrative and dangerous to study, both as a Fragmenter and a Sunderer for various reasons.

Tools

Though all the tools used in Sundering are created by manipulating Arcanacrags and brass alloy, it is much easier to create these tools with ready-made and available Sundering tools. The process can be compared to creating a frigate with naught but hand tools and raw materials versus a lumber mill to accurately and quickly cut lumber into the required sizes, and a forge to shape the nails and fittings. It's for this reason that most Sunderers see it as a much more worthwhile investment to simply purchase their tools from another Sunderer, who can create tools with much greater ease.

All the descriptions below are in nature of the tool's appearance and its general purpose in the art of Sundering. For more detailed uses and the processes these tools are involved with, please refer to the Processes section beneath.


Fragment Catalogue: A staple in any Sunderer's kit is some form of documentation to record the applications and uses of all the Arcanacrags and Sunderscraps in the world. While this is not a magical item, it is strongly recommended to just about every aspiring novice that they start one of these as soon as possible.


Shaping Bench: A large anvil of black iron, almost akin to a table in its size, often carved and engraved with golden-brass lining on the faces where work is not performed. A peddle is usually built into the foot of the Bench to allow for ease of control. Generally, it is used to reshape Fragments, but cannot split or cut Fragments by itself. They must retain the same size, and more drastic changes require a lot more time to process.


Dividing Rod: The tool is a single metal pick-like object, akin to a heavy black iron chisel in appearance, but with a brass core that can be seen through engravements in the body of the metal, and the tooth of the chisel itself, which shines a shade of metallic gold. It can be used to cut Fragments into smaller, more manageable pieces when used in conjunction with the Shaping Bench.


The Etherforge: An enormous tower-like contraption that stands as a staple in any Sunderer's kit. Akin to a blast furnace in shape and design, but often built with a door that leads to access to a cavity within the tool. The etherforge has multiple uses including, but not limited to the creation of Relics, Purification, and Granulation.


Melding Hammer: Another tool that must be used in conjunction with the Shaping Bench is a large, engraved hammer. It's often used as a means of combining Arcanacrags to achieve a variety of creations. The hammer itself is normally designed for one-handed use, short with a larger flat head; the surface of which is usually brass in contrast to the wrought iron casting.


Sunderstrike: The tool that revolutionized modern Fragmenters and infamously dubbed them 'Sunderers'. The Sunderstrike most commonly appears as a stake of pure brass with a lens at the hilt. The brass is a coating for a sturdier material, capable of breaking through bone. Sunderstrike is used in the conversion of mages to Sunderscraps. It is named for the process in which a mage's Marks of Control are sundered from their soul.


Hacking Bellows: A large set of white bellows with a tube that leads from the device like a hose, that can be fitted to a jar or any sort of container. The top and bottom boards are that of a dark iron with a brass fitting at the connection of the hose, which usually leads out from the top board. The Hacking Bellows are used in the extraction of corruption.


Shimmer Trough: This dark iron barrel or vat is engraved with a series of brass veins that extend from a broad brass plate at the bottom of the structure. It can be used to retain the toxicity of a fragment for use in refinement, as well as protect the Sunderer from excessive exposure to corruption.


Fixing glass: The tool comes in a variety of designs, but most often appears as a spyglass with a fantastic and colorful-looking lense. While it can in theory appear as a monocle, a set of goggles, binoculars, and even a magnifying glass, the working lense will always appear bright fluorescent green with a brass rim wrapped around it. The tool allows the Sunderer to refine Arcanacrags with incredible ease by correcting and merging Fractals.


Founding Vessels: These crucibles come in a variety of sizes for the completion of different jobs. The inner lining is always a brass alloy, while the outer shell (or the casing) is a dark iron with a specific grind lined through the body of the outer metal for heat vectoring. They are a necessary tool in casting Relics as they hold the ability to make Sunderscraps Soluble in Molten metal.


Casting Molds: Casting molds usually take the form of cast iron crates of various sizes with brass inlays of various designs and complexities. They usually bare a single seam that runs the whole way around with hinges to hold the two halves in place. A single funnel extends from one end of the Casting mold. The appearance of the inside varies based on what is being cast but always appears as two halves of whatever Relic the Sunderer is in the process of creating. The tool serves to hold the shape of the Imbued Metal.

Processes

The Novice Sunderer is often taught from day one that they must pay close attention to their work. Knowledge and timing are key to a successful Sunder, and to the guaranteed destruction of the World Mage. As one progresses in their craft, they're likely to find just how close they should have heeded this warning.

A lot of Sundering revolves around perception, dexterity, and craft, which is reflected in the Sunderer's progression. The truth is that any Sunderer can pick up and use the tools above, but there are higher skill floors for working with specific Fragments of various purities and refinements.

Shaping & Cutting

Shaping & Cutting are the most simple process in Sundering, but also one of the most beneficial. Before the shaping and cutting of Arcanacrags were available, handheld tools that wielded their power were inconceivable unless one was lucky enough to obtain a fragment that was already small. The development of the Shaping Bench and the Dividing rod revolutionized Sundering, and have made way to a variety of other processes. In a sense, this is the root of all Sundering's potential.

To shape and cut an Arcanacrag is normally impossible, but with the aid of the Dividing Rod and the Shaping Bench, the Sunderer needs only to place the Fragment on the Shaping Bench and attempt to shape it with a sturdy hammer or to tap it with the Dividing Rod at the correct stage. The Arcanacrag will begin to accumulate heat and will glow Amber, a vibrant Gold, then White, akin to superheated metals. Every Arcanacrag requires a different amount of time to transfer between these three stages and stays in each stage for a specific length of time (or a Work Window). This also varies by the quality of the Shaping Bench, as more expensive models are designed to maintain an Arcanacrag's specified stage when set upon it.

The correct stage for shaping the Arcanacrag is when the Fragment is glowing Amber. At this stage, there will be a protective cushion of air around the Fragment that will prevent direct transference of kinetic energy to the Arcanacrag but will still allow the shaping of the crystal, as if struck by phantom blows. The Sunderer will need to use a well-made hammer to strike the protective skin of the Fragment, akin to shaping red-hot metal. This must be done quickly and efficiently lest the Sunderer misses their chance and strike the Fragment at the wrong stage.

The protective layer of air is lost when the Fragment advances to the second stage, which more often brief on the Fragment's journey to stage three, but it's at this stage that the Sunderer is able to gently tap the fragment with the tip of the dividing rod to form an etheric band all the way around the section of the Fragment. The band will always take the shortest path around the Fragment and will always create a perfect loop around the fragment. The Sunderer will have a brief window to check the band, which acts as a sort of preview for the actual cut before they either allow the band to dissipate, or tap the same spot a second time to safely cut the fragment all the way through. There is no limit to how many times a Fragment can be cut, but its area of effect becomes more and more limited the smaller it is made.

A Sunderer cannot cut through an Arcanacrag when the Fragment is glowing amber due to the protective shield that surrounds it, and the energies in an Arcanacrag when it's glowing White are much too volatile to work by any hands but that of a Master. A Sunderer must take great care when moving an Arcanacrag in its White stage as it becomes unstable and very reactive.

Mounting

Mounting existed before it became possible to cut and shape Arcanacrags. Simply put, it is the process of setting an Arcanacrag in a brass cradle. The device in which the Arcanacrag is set is often designed with a series of root-like brass inlays all over the surface of the device, and women throughout the depth of the material. It's for that reason that most devices utilizing Arcanacrags are made of metal, as it's much easier to cast a metal frame around brass roots than to bore several holes in the structure of a different material and cast brass through its structure.

To mount an Arcanacrag, two things are necessary, but the rest is up to the design of the mage. The first and most important factor is that the Brass Cradle that holds the Arcanacrag must encapsulate at least fifty percent of the Arcanacrag's surface area to efficiently channel the energy within. The second design necessity is that the mount must be placed at the epicentral nexus of all the set inlays. More often than not, the Fragment is encased within the tool or machine for safety.

The inlays serve three purposes; one is to conduct and route the power of the Arcanacrag to a working surface, at which it can be applied depending on the nature of the Arcanacrag, the second is to route the Arcanacrag's power from non-working surfaces, and the third is to dilute the power of the Arcanacrag. Fragments are exceptionally potent, and the Sunderer should take care when deciding how many Inlays they should route to the working surface. A single inlay carries one-thirtieth of the mounted Arcanacrag's full power. Thus, thirty inlays would be needed to extend an Arcanacrag's full power to the working surface.

Routing is sometimes difficult for the Sunderer to grasp, and can be both annoying or disastrous if applied incorrectly. Inlays are very useful for routing the power of Arcanacrags, but they are far from perfect. As they carry the flow of an Arcanacrag's energy through them, they project the Arcanacrag's powers onto nearby materials' surfaces. This is only in cases where another Inlay is not nearby, however. Inlays will not project the Arcanacrag's power onto a surface where another inlay is set nearby. It's for that reason that the working surfaces of Arcanacrag contractions are almost always devoid of brass. That is to say that the only safe surfaces to touch on machines created with Sundering are those covered with brass engravings.

Other surfaces should be engraved plentifully with these inlays. Vast designs of spiraling roots, etches and conjoined runes are drawn in the non-working surfaces of Arcanacrag machinery, and the purpose is to protect them from the power of the Fragment that powers it. However, while these surfaces should be covered in branching roots and complex coils and spirals, they should never intersect except at the Nexus. When Inlays intersect, the Fragment is made to feed its own energy back into itself through the Mount, and disastrous failure abounds.

Refinement

While the refinement of Arcanacrags is only necessary for those that come from Arch Hollows, Spirit Born Arcanacrags also benefit from refinement. Refinement is the process of improving the Fragment's Ether conversion efficiency, and for some Arcanacrags, this is vital to ensure the safety and survival of whoever is exposed to them. Some practices are safer than others, but most methods involve use of the Fixing Glass, Shimmer Trough, and the Hacking Bellows.

The Sunderer will need to peer through the Fixing Glass into the body of an Arcanacrag. In the crystalline structure they will see, in a luminescent green hue, a number of fractals that may be magnified depending on the quality of the tool. These fractals consist of a variety of shapes created with small spherical structures that are tightly bonded to one another with a variety of lines, bars, or tethers. In less refined Arcanacrags, the fractal is a mess that cannot form the same repeating pattern throughout its structure. By properly aligning the spheres and optimizing the flow of the pattern, the efficiency of the Arcanacrag can be improved. By improperly aligning the spheres, the efficiency is decreased.

The efficiency of an Arcanacrag is identified by how much Corruption the fragment is leaking, and how potent its effects are. As one value rises, the other decreases. This is because of the Fragment's own ether conversion process, where a portion of its intake is converted into the magical effect it produces, and the rest is the corrupted waste product which is bled into the surrounding environment.

The Fixing Glass is able to correct the warped positions of spheres by turning a brass dial that frames the lense. The Sunderer with see specific structures illuminate a golden light within the body of the crystal, which relays what is currently selected by the focus of the Fixing Glass, and it can be manipulated in and out of shape using the frame of the dial.

However, it's impossible to correct the Fractals while the Arcanacrag is stable as they are indestructible. To begin editing the structure of the Fractal, the fragment itself must become corrupted. This is achieved in a variety of methods, but one of the most common is to strike the fragment from afar to intentionally flood the structure with corruption. Though this quickly bleeds from the structure, the Shimmer Trough can be used to retain most of the accumulated corruption in the body of the fragment.

The application of the oily fluid acts as a layer of insulation that shields the environment from the bleed of corruption. This is essential to protect the Sunderer from the isotope during refinement, but the Sunderer should beware that Shimmershine is easily rubbed off and should not be touched during the process of refinement. It’s only when refinement is complete that the Sunderer should touch the fragment, but even then, the removal of the Shimmershine will often shower those nearby in lethal levels of Corruption if it's not done in a safe and contained environment, as detailed below.

Purification

The process of Purifying an Arcanacrag usually follows after the Refining process, a means of extracting the accumulated corruption from an object. Some Artificers forgo Purification altogether and allow their refined Arcanacrags to bleed their corruption into designated hotspots in the wilderness. Because this often has disastrous consequences for the wildlife in the area, this is often forbidden depending on the region of practice.

The process requires access to The Etherforge, Hacking Bellows, the Shimmer Trough, and a container of thick tempered glass. The Etherforge should be dormant before Purification starts as the flames can evaporate the Shimmershine coating.

First and foremost, the object being Purified needs to be coated with an even layer of Shimmershine from the Shimmer Trough; an oily, clear substance with a violet-indigo shine. Next, the object should be placed in the front door of The Etherforge with great care not to disrupt the Shimmershine coating. Next, the door should be securely closed, and the Hacking Bellows should be fastened to a built-in faucet on the side of The Etherforge, but this varies from model to model. Once the Hacking Bellows are attached, the tempered glass container should be fastened to the hose leading from the Bellows, wherever it may appear on either structure.

Both hands should be used to operate the Bellows, as its structure can be heavy. Engaging the Sunderer’s body weight, they should pull down on the handle to empty the Hacking Bellows into the dormant forge. This pushes all the air inside into the body of the Furnace and creates a vacuum in the Hacking Bellows. When the Sunderer pushes up on the handle to open the Hacking Bellows, two reactions take place:

The corruption withheld by the object is transfused to the Shimmershine Coating, filling the oily fluid with various levels of corruption, and the corrupted Shimmershine is funneled into the Hacking Bellows, pulled through the tubing, and delivered to the tempered glass container. If the fastening is done correctly, all the clear fluid will be deposited in the container.

If there is any damage to any of the tools used in the process or the fastening isn't completely secure, the Sunderer risks bathing their workshop in condensed corruption. The substance extracted, depending on the volume, can inflict up to the late stages of mage blight if it's touched directly.

Melding

Very new in its innovation, Melding is the process of dangerously combining two Arcanacrags or more to achieve an array of effects. This can be achieved in a variety of methods ranging from physically combining the two Arcanacrags, or by routing the energies of multiple Arcanacrags to the same working surface during the process of Mounting. This is arguably the most critical step in the process of creating Arcanacrag technologies.

To physically combine Arcanacrags, the Sunderer will need access to the Fixing Glass, the Melding Hammer, and the Shaping Bench. It's also advisable to bring some personal protective equipment in the form of a heavy canvas apron, glove, and thick tinted goggles.

The benefits of physically combining the Arcanacrag is that the effect the combined Fragments produce can be controlled to some degree with the aid of the fixing Glass, whereas simply mounting two Arcanacrags with inlays directed to the same surface can be unreliable in the effect it produces with no discernable means of control or alteration.

First: The Arcanacrags will both need to be placed on the Shaping bench for work to begin. They will both begin to accumulate energy as siphoned from the working face of the anvil, turn red-hot, then glow a golden amber, then turn white when they have been left to gather energy for long enough. It's when they're both glowing white-hot that the molding process can begin. At this stage, it's dangerous to touch the fragments with any tool that isn't the melding hammer. Should the Sunderer fail to use the correct tool, the Arcanacrag will explode with a tremendous amount of kinetic, thermal, and etheric energy.

Using the Melding Hammer, the Sunderer should ensure the fragments are as close to one another as they can be before striking them both with the face. It's at this point that the Sunderer should close their eyes (if they do not have goggles) or risk blindness at the immense light of the reaction at the center of the two Arcanacrags. An Ambient humming will begin to resonate from both the fragments, not unlike the sound a wineglass can produce when it's trailed along the rim.

When both frequencies are in perfect harmony with one another, producing a sort of choir of ambient humming, the reaction is complete. it's at that stage that the melding hammer should immediately be removed.

Failure to remove the tool at the correct time will result in the brief flicker of the light, followed by darkness. Seconds later, the melded Arcanacrags will lose their color and come apart from one another, and the immediate area will be flooded with lethal levels of corruption that almost always results in a gain of eight mageblight. All sundering tools, including the shaping bench and melding hammer, caught in the flood are rendered inert and will be unable to function unless the internal Arcanacrags are purified.

Premature removal of the Melding hammer will result in a brief flicker of lightning-blue sparks from both Fragments, followed by a small-scale explosion of kinetic energy equivalent to a high-speed car crash. it's not uncommon for this to throw the Sunderer a considerable distance from the shaping bench, break just about every bone in their body, dismember them, and kill them. The lethal levels of energy released in the explosion quickly taper off the further the Sunderer moves from the shaping bench, which is to say if they notice the sparks and immediate turn to run and make it even six feet from the blast, they could survive with moderate trauma to the head, a few broken bones, and some internal bleeding. Almost all power in the explosion falls off after twelve feet unless it's transferred to another object and thrown like a projectile.

It should also be noted that the Fragments will fall apart from one another given time if the hammer is removed prematurely. Fragments that lose their color and become flooded with corruption must be Refined and Purified before they begin working again.

If the melding is correctly executed, the ending product will be a physically fused Arcanacrag of unique appearance. It cannot be melded a second time and the Melding process is thus far irreversible. Despite being physically joined, the Arcanacrag will continue to produce effects similar to its parts. For example, if an Arcanacrag that produces heat is combined with an Arcanacrag that emits light, it will simply perform both functions as if both Fragments were set next to one another. A lot of the time, this is enough to appease the Sunderer, but it can be taken a step further.

Normally, there is a bounty of corruption held within the body of the Melded Arcanacrag post-Melding, which sets the stage for the second half of the process.

Second: The Fractals within the combined Arcanacrags must be joined with the Fixing Glass. This step of the process is mostly safe but requires the diligent connection of the fractals from both Arcanacrags. All fractals must be joined at the exact same points or the product will be broken and chaotic in its consistency. Depending on how the Fractals are joined, a wide array of product effects can be achieved. The maximum efficiency of a melded Arcanacrag also depends heavily on a Sunderer's skill.

Entire volumes of research are written on the complexities of merging Fractals and the science of which points should be joined in order to produce specific effects, but it's still to this day largely undocumented because of the wide variety of Arcanacrags that can be melded and the different combinations they can produce.

For example, if an Arcanacrag that produces heat is melded with an Arcanacrag that emits light are both melded and later have their fractals combined, it can produce a focal laser that aims at a specific point and concentrates all the produced heat and light on a single spot, or it can emit a brighter cone-shaped light with the purpose of illuminating the dark. If it's tampered with enough, it can even provide a means of illuminating all sources of thermal energy within range of the Arcanacrag.

Sundering

The process of Sundering is what rebranded Fragmenters of old as Sunderers with its infamy. Sunderscraps are produced through Sundering and are later used in the process of Imbuement and Casting.

The only tool needed for the process is the Sunderstrike. However, the Sunderer also needs to locate, and usually (but not necessarily) restrain another being with a Mark of Control.

The point of the Sunderstrike must first be thrust into the heart of the mage, where the soul rests. This can be done through the back, through the ribs, or through the sternum if the Sunderer is strong enough to break through the bone. The gem at the pommel of the Sunderstrike will begin to glow at its core when a soul is found, which usually only takes a few seconds depending on the closeness of the point to the center of the heart.

The victim will find their strength waiting unnaturally quickly. Signals to from the brain to specific bodyparts that would otherwise command movement become interrupted and spotty with most attempts to move only partially succeeding. Speed and strength are very quickly sapped from the victim until they're rendered utterly paralyzed with muscles that tense and lock them in place. The victim is still conscious and aware at this point, usually only ten seconds after being impaled.

When complete paralysis is achieved, the Sunderer will have the opportunity to peer into the gem at the pommel of Sunderstrike, which is fully illuminated when complete paralysis is achieved. Within the gem, the soul is visible as a core of light that radiates with different intensities and subtle colors depending on the variety of marks and claims attached to the soul. Various strings and webs litter the outer reaches of the soul, and come of these webs lead to specific marks around the body of the mage. More potent marks have more vast webs, like a sprawling system of roots that course through the body.

The Sunderer is able to map their way through the victim's soul by touching the gem to follow the indicated roots toward specific Marks of Control. Weaker Marks are easier to find because their roots aren't nearly as expensive, winding, or as developed as Marks with a great deal of power or influence over the Mage. When a Mark is Located, it will glow as its own ball of light with root-like capillaries reaching in all directions, but a major artery of luminescent ether reaching toward the direction of the soul. The Sunderer needs only to hold a digit on the mark for two seconds to Secure it, where the light will become luminescent green, and the path toward the soul will also become enveloped with that same emerald green hue. When the Mark is secured, the Sunderer needs only to trail their way back to the soul and search for more paths to other Marks of Control.

Altogether, the mage has around sixty seconds to locate and Secure as many Marks of Control as the victim possesses. After which, the Sundering process ends.

All through the ordeal, the victim will feel their body hardening with impossible weight and stiffness. Their diaphragm will eventually fail to pull air into their lungs. Their vision will fill streaks of blurs and floaters, like the mess on the lense of glasses, and pressure will gradually build in their head. Before unbearable pain and anguish overcome them, their ability to feel altogether is removed, followed by their sense of taste, smell, hearing, and vision. Death follows shortly after, most victims utterly unaware of what has become of them.

Gradually, the body of the victim is converted into jagged crystalline structures known as Sunderscraps. The body begins to shrink as more and more of it is gradually converted to crystal. As they near a critical point of density, the warped formations of crystal are very vaguely reminiscent of body parts in their shape with little to no features to separate hands from shoulders. It's around this point that the Fragment will break apart and produce a Sunderscrap for every Mark that was secured. Other parts form Markless Sunderscraps, which can be ground to dust as fuel for the Etherforge.

Imbuement

Imbuement transfers the power of a Sunderscrap to the Sunderer's chosen metal. This is an important step in the creation of Relics; most Sunderers are well versed in Metallurgy and Smithing because Sunderscraps cannot imbue other materials. The Sunderscrap is lost in the Imbuement process, and cannot be recovered. High-quality steels and other strong, durable metals are used in the process as Sundered gear is often priced on the quality of the metalwork.

The Sunderer needs access to a Sunderscrap, a metal of their choice, Markless Sunderscraps, the Founding Vessels, and the Etherforge.

First, the Markless Sunderscrap must be crushed and ground to a fine grain, similar to salt's consistency. This is achievable with a Mortar and Pestle as Markless Sunderscraps are brittle in nature. This creates a substance known as Sunderdust, which is used as fuel for the granulation process in the Ether Forge.

With Sunderdust in the fuel port of the Etherforge, the Sunderscrap used for Imbuing should be placed in the Ether Forge. When the Etherforge is ignited, the Sunderscrap will be granulated and reduced to a similar consistency as the Sunderdust used as fuel. The Sunderer's chosen metal should be melted in a mundane forge, then poured into a Founding Vessel of appropriate proportions. It's ill-advised to try and melt the metal in the Founding Vessel as most desirable metals have a higher melting point than the brass exterior of the Founding Vessel.

Before the molten metal cools, the granulated Sunderscrap must be poured into the molten metal within the founding vessel. It's only in this precise circumstance that the Sunderscrap becomes soluble and dissolves in the molten metal. it's for this reason that the Sunderscrap must be ground to dust, as larger chunks might not be fully dissolved in time, which leads to severe impurities and weak points in the metal.

The granulated Sunderscrap will completely dissolve in the molten metal if it's added quickly enough and become permanently infused with the alloy without cause for salvage. From there, the metal needs to be processed through Casting and depending on a variety of factors, the product can come out dramatically different from the last.

Casting

Casting is the creation of Relics, otherwise known as Sundered Gear. because most metals used in the creation of Relics are incredibly durable, a lot of them also have exceptionally high boiling points. While achieving heats of that magnitude is no mean feat, it's also imperative to ensure that the metal doesn't cool too quickly after it has been imbued as the metal can shrink, crack, and warp. That is where the casting mold becomes infinitely valuable.

To Cast a Relic, the Sunderer needs access to a Casting Mold and the Shimmer Trough. The inner section of the Casting mold is usually interchangeable with whatever the Sunderer is trying to create, and can be made from iron in the desired shape with mundane smithing tools.

If the Relic being cast is of a simple shape, then the mold should be laid flat and open. If a relic with a specific shape, dip, or curve is being Cast, then the Mold should be closed and stood with the funnel upright. When the mold is prepared, the Sunderer will need to pour the molten Imbued metal into the cast either through the funnel or the deepest point of the Mold until it's full.

The Casting Mold will regulate the heat loss for the Imbued metal and will ensure that the heat loss is gradual by draining the heat from the iron template and recycling it into the air and back into the Imbued Metal.

From there, the creation of the Relic is largely dependent on the Mage's Smithing skill; Their ability to temper, quench, grind and shape the metal is the only limiting factor from there, but the Sunderer should beware. Once the Imbued Metal has hardened, it should not be too dramatically altered. The Imbued metal should be weighed, as if it loses too much of its mass in construction and sharpening, the power of the Imbuement will be lost forever. Studies have shown that Imbued Metal can lose up to twenty percent of its volume in sharpening, boring, and cutting before the power is lost.

It's for that reason that the Sunderer should take the utmost care in creating their template, degassing the alloy, and planning their creation ahead of time.

Relic Abilities

The abilities a Relic can produce largely depend on the intent of the Sunderer during forging. For example, if the Relic is forged with the intent to cause harm, the Relic's powers will manifest with more offensive capabilities. If the Relic is built with the intent to protect someone or something, the power will manifest with greater defensive capabilities. If there is no greater desire to do harm or protect in the Sunderer's will, the Relic's power will manifest in similar means with no discernable offensive or defensive abilities, but a combination of both or neither. These are often regarded as Tertiary or Utility Relics. Common Relic attributes can be read below, with specifics detailed based on the type of Sunderscrap.

Donor Mage The Mage the Sunderscrap was extracted from is often referred to as 'The Donor Mage'. The mage's proficiency in their Mark of Control dictates the potency of the Relic it creates. The Appraisal skill can be used to identify the potency of a Sunderscrap if the individual is familiar with Sundering.

Active Time: Some Relics have a passive effect that can only be active for a certain amount of time. For example, if the Relic is active from 09:00 to 14:00 and it can only be active for five hours in a twenty-four-hour time span, the wielder will need to wait until 09:00 the next day to begin using the Relic again.

Strength: All Relics are unnaturally tough. For example, if a lump of steel is processed by a Sunderer, and half that lump of steel is fashioned into a Mundane sword and the other half is Imbued with the power of a Sunderscrap, the Imbued steel sword will cut through the mundane weapon even though both are fashioned with equal quality steel and equal smithing skill. The addition of a Sunderscrap to a metal etherically increases its durability and hardness twofold.

To Resist: Victims are able to resist the effects of certain Relics if specific criteria or a skill level is met. These are indicated in the tables of each applicable Relic.

Grace periods: Some Relics have Grace Periods, in which they can strike and be struck without the activation of their inherent ability. This is sometimes referred to as a 'Reload', or a 'Recharge'. The Relic will not activate any of its abilities during these Grace Periods, but can still be used as a Mundane armament.

Unique Relics: In rare cases, the most experienced and knowledgeable Sunderers are able to produce Relics with multiple Sunderscraps. Those rare few Relics display wild and chaotic abilities unlike the sum of their parts and, according to research, differ wildly from each other based on various factors, even down to the Donor Mage the Sunderscraps were extracted from. These unique Relics cannot be created without 100 Knowledge in Sundering, and 100 xp. All unique Sunders should be requested in the Support Forum.


Maladite (Bane)

Metals Imbued with Maladite appear to be smeared with an oily black overlay. Stronger Relics of this kind appear to secrete and even drip an oily black substance that vaporizes seconds after leaving the relic.


Offensive: In the hands of a wielder, mechanical, flesh, or etheric, a burst of Ash is released when the weapon is struck with force against any surface. A Grace Period does limit the activation of the Relic. The ash corrodes flesh and induces Necrosis large scale. Other symptoms can manifest depending on the strength of the Donor Mage. It should be noted that the ashen wave does not afflict the wielder. The wielder's allies are not exempt from the wroth of this Relic. Necromancy can reverse the potent Necrosis afflicted by the relic, and Bane Mages can Allay the effects.

The Additional Effects listed will ramp to their full potency as the flesh decays and will remain until the afflicted flesh is removed or cured.

Donor Mage Grace Period Area of Effect Additional Effects
Novice 60 seconds 1' Afflicted flesh fully decays in 72 hours.
Apprentice 45 seconds 3' Afflicted flesh fully decays in 48 hours. The victim is also afflicted with mild nausea.
Journeyman 30 seconds 6' Afflicted flesh fully decays in 24 hours. The victim is also afflicted with severe nausea and mild weakness.
Expert 20 seconds 10' Afflicted flesh fully decays in 16 hours. The victim is also afflicted with severe nausea, severe weakness, severe fatigue, and vomiting.
Master 5 seconds 15' Afflicted flesh fully decays in 4 hours. The victim is also afflicted with severe nausea, severe weakness, severe fatigue, severe vomiting, internal bleeding, and total organ failure.


Defensive: Ashes of the dead realm gradually accumulate around the wielder at will. While the wielder can move freely through the ashes, others find their movements slowed or halted entirely at the denser center of the radius. The air around the wielder feels akin to the grippy silk of cobwebs with gradually increasing intensity toward the epicenter of the ashen field. As the potency of the Defensive Relic increases, the inhibiting grip of the Ash grows stronger. A certain level of strength is required to resist the debilitating field generated by the Relic, which is doubled toward the center of the Area of Effect. The Relic can only be active for a given number of hours in a rolling twenty-four-hour timespan.

As the ashes thicken, additional effects can afflict those caught in the radius depending on the strength of the Donor Mage and the strength of the victim. Such effects are alleviated when the victim leaves the afflicted radius, which is half the total radius.

Donor Mage Active Time Area of Effect To Resist Additional Effects
Novice 2 hours 6' Strength of 30 (60 within 3') None.
Apprentice 3 hours 8' Strength of 50 (100 within 4') Causes a burning sensation to unshielded eyes, stops most improvised projectiles before impact.
Journeyman 4 hours 12' Strength of 100 (200 within 6') Causes intense burning sensation to unshielded eyes, mouth, and nose, stops improvised projectiles, and slows arrows & crossbow bolts.
Expert 6 hours 16' Strength of 200 (400 within 8') Causes uncontrollable coughing and watering eyes to victims with unshielded features. Stops improvised projectiles, arrows, bolts, and moderately slows bullets.
Master 10 hours 20' Strength of 400 (800 within 10') Causes uncontrollable coughing, watering eyes, sneezing, and vomiting without specialized protective equipment. Stops arrows and bolts before impact and renders firearms smaller than cannons nonlethal.


Utility: The Relic excels in extracting Pathos and reading Ethos. it can be used to temporarily or permanently relieve a suffering body of its illness, maladies, and Banes depending on the Donor Mage. After extracting the Pathos that invite suffering to the wounded individual, the Relic will grow warmer and warmer as it's taken in the direction of the root cause of the illness. Sometimes this leads to the discovery of a rat infestation, sometimes to the lair of a practicing Bane Mage. It should be noted that the Relic can only track the source within a certain distance depending on the strength of the Donor Mage.

It should be noted that the removal of the Pathos does not repair the damage inflicted, but alleviates the suffering of the individual and grants them a much better chance of surviving the illness. The process may need to be repeated depending on how long the affliction lasts.

Donor Mage Pathos Removable Tracking Range Additional Effects
Novice Up to the severity of a bad cold 20 Miles None.
Apprentice Up to the severity of an intense fever 50 Miles Stored pathos can be delivered to another by touch.
Journeyman Up to the severity of life-threatening infection and disease. 150 Miles Stored pathos can be delivered to another by touch.
Expert Up to the severity of otherwise permanent life-altering illness. 400 Miles Stored pathos can be delivered to another by sight.
Master Up to the severity of magically afflicted ailments, including Mageblight. 800 Miles Stored pathos can be delivered to another by sight, or the root cause by thought.

Vaponel (Baptism)

Relics Imbued with Vaponel behold an overlay of frost where the metal has been Imbued. As the strength of the Donor Mage increases, they begin to bleed a cool white mist into the nearby air like a sort of ghostly aura. Despite appearances, they are no colder than their environment.


Offensive: Sharpened Ice Crystals form around the weapon when exposed to the open air. When swung, the ice crystals are flung in the same direction and hurtle toward the wielder's target with a speed that can be compared to arrows. The strength, sharpness, and acidity of these Ice Crystals increase with the strength of the Donor Mage. At later levels, the Relic can accumulate the moisture in the air and form a thin coating of gaseous water around the Imbued metal. Similar to the Baptism ability 'Purge', the gaseous layer will rapidly gain toxicity when reacting to the body of another, but without the restriction of strong moral alignment or blight. The wielder is impervious to this effect.

Donor Mage Ice Strength Accurate Range Additional Effects
Novice Wood, natural sharpness 50' Bursts on impact, spraying shrapnel for 5'.
Apprentice Copper, skinning dirk sharpness 100' Bursts on impact, spraying shrapnel of equal strength and sharpness for 10'. Projectiles are mildly acidic
Journeyman Bronze, carving knife sharpness 150' Bursts on impact, spraying shrapnel of equal strength and sharpness for 15'. Projectiles are moderately acidic.
Expert Iron, broken glass sharpness 200' Bursts on impact, spraying shrapnel of equal strength and sharpness for 20'. Projectiles are very acidic. Gains an acidic vaporous coating.
Master Steel, saber sharpness 300' Bursts on impact, spraying shrapnel of equal strength and sharpness for 30'. Projectiles are extremely acidic. Gains an extremely acidic vaporous coating.


Defensive: When wielded and struck with force, the moisture of the air in the immediate area is drawn to the site and chills at incredible speed, siphoning all energy from the material and freezing the aggressing implement or person solid. This can render other metals brittle and easier to break, deflect projectiles, and even freeze the weapon or aggressing person to the Relic. Relics of this nature have been known to shatter weapons and bullets on impact as the strength of the Donor Mage increases.

Donor Mage Freeze Speed Additional Effects
Novice 1 second Negates hand-thrown projectiles
Apprentice 0.5 seconds Negates hand-thrown projectiles & smaller arrows
Journeyman 0.25 seconds Negates hand-thrown projectiles, arrows & bolts, mildly reduces the impact of bullets.
Expert Instant Negates hand-thrown projectiles, arrows & bolts, reduces the impact of bullets. Freezes objects and people to its surface on impact.
Master Instant, shatter Negates all non-magic handheld projectiles.


Utility: Able to alter the state of matter for a body of water the relic is submerged in. When placed in water, a certain volume will become illuminated with an aqua blue glow based on the strength of the Donor Mage. When the Relic is removed from the water, the illuminated portion will instantly change its state of matter. The change is so sudden and dramatic that the ripples on the surface of a lake can be seen if a portion of the body is turned into ice. The user should beware when turning a large body of water into gas, however, as this can cause severe injury when the steam bursts in its superheated state. Stronger Relics of this kind can even alter the weather and climate of a small area if used correctly.

Donor Mage Volume Temperature °F +/- PH +/-
Novice 50 Gallons 30 2
Apprentice 200 Gallons 60 4
Journeyman 800 Gallons 120 6
Expert 3,200 Gallons 220 8
Master 12,800 Gallons 350 10

Aramond (Brand)

Relics Created with Aramond shimmer a bright electric blue with various degrees of intensity depending on the strength of the Donor Mage. Stronger Relics appear to roll with waves of blue lightning along their length and follow the relic with an audibly crackling trail.


Offensive: The Wielder is able to conjure a number of ethereal duplicates of the Relic that will float through the air unmanned and attack at the will of the wielder with their proficiency and skill. They can be used to parry, defend, wound, and even kill the wielder's adversaries. The number of duplicates summoned, the amount of time they can remain materialized, and the length of the Grace Period are all dependent on the strength of the Donor Mage. It should be noted that the ethereal duplicates cannot summon duplicates of their own and interact with the world in the same way that the physical original does. It should be noted that the ethereal duplicates will phase through the wielder without causing harm.

Donor Mage Duplicates Time Active Grace Period Additional Effects
Novice 1 10 Minutes 4 Hours None.
Apprentice 2 20 Minutes 3 Hours None.
Journeyman 3 30 Minutes 2 Hours None.
Expert 5 1 Hour 1 Hour Ethereal Duplicates can phase through non-living, non-metal materials at will.
Master 9 3 Hours 30 Minutes Ethereal Duplicates can phase through non-living materials at will.


Defensive: While wielded, the relic will project a weapon to parry and counter incoming strikes. After successfully deflecting the strike, the weapon will withdraw into the relic ready to be used again. If the weapon is broken during its brief appearance, it will remain dormant until twice the listed Grace Period has elapsed, and another weapon will take its place. The weapons the Relic is capable of projecting depend heavily on the strength of the Donor Mage. It should be noted that the projected weapons will phase through the wielder.

Donor Mage Capable Weapons Grace Period Additional Effects
Novice Daggers 60 Seconds None.
Apprentice Daggers, Swords 50 Seconds Up to two weapons can form upon activation.
Journeyman Daggers, Swords, Hammers 40 Seconds Up to three weapons can form upon activation.
Expert Daggers, Swords, Hammers, Flails, Axes 10 Seconds Up to four weapons can form upon activation. Weapons have the ability to swing in an arc.
Master Daggers, Swords, Hammers, Flails, Axes, Polearms 3 Seconds Up to four weapons can form upon activation. Weapons have the ability to move in any direction. Weapons can phase through non-living material.


Utility: When activated, the Relic will illuminate concentrations of ether within range with a bright blue aura. Individuals with a Mark of Control will be illuminated from the center of their chest outward. The locations of the marks on a mage's body will also glow faintly. The more powerful the mark, the brighter the illumination becomes. This is not a discreet revelation, as the illumination is clear for all to see. The user should take care, however, as the Relic will also illuminate magical ailments and maladies; victims of Mages might be mistaken for mages themselves. If a condensed source of ether (including those with a Mark of Control, another Relic, or individuals with a magical malady) has passed through the immediate area, the path in which it followed will be illuminated by a faint, spotty blue trail. The Duration of the Relic's effect, the Range, and the Grace Period all scale on the strength of the Donor Mage.

Donor Mage Range Duration Grace Period Additional Effects
Novice 20' 30 Minutes 4 Hours None.
Apprentice 30' 45 Minutes 3 Hours 30 Minutes None.
Journeyman 40' 1 Hour 3 Hours None.
Expert 60' 2 Hours 2 hours 30 Minutes Illumination differs marginally between Relics, Maladies, and Marks of Control (identifiable with appraisal skill)
Master 100' 3 Hours 1 Hour Illumination differs marginally between specific Relics, Maladies, and Marks of Control (identifiable with appraisal skill)

Swilcon (Druidism)

Metals imbued with Swilcon will develop long emerald green patterns on their surface. Large-scale, the pattern appears similar to Druidism's Mark of Control with a sort of Celtic cross. If the Donor Mage was of significant strength, the pattern will appear to bleed that deep green color with streaks of light that stem from the markings.


Offensive: Nearby plants will become animated to attack the wielder's target, the scale and duration of which depends upon the strength of the Donor Mage. Grass will Ensnare feet, weeds will lacerate skin and poison the bloodstream, roots will attempt to coil and restrict limbs or crush bones, shrubs will encumber and attempt to suffocate or blind, vines will ensnare and strangle, and trees will bludgeon and crush. All plants warp unnaturally to move, as though living and sentient. Some plants will even temporarily uproot themselves to pursue their target. A grace period does affect the activation of this ability.

Donor Mage Flora Animated Range Duration Grace Period
Novice Grass 10' 5 Minutes 3 Hours
Apprentice Grass, Weeds 15' 10 Minutes 2 Hours 30 Minutes
Journeyman Grass, Weeds, Shrubs 20' 15 Minutes 2 Hours
Expert Grass, Weeds, Shrubs, Roots 30' 30 Minutes 1 Hour
Master Grass, Weeds, Shrubs, Roots, Trees 50' 1 Hour N/A


Defensive: The Relic will siphon a portion of the attacker's lifeforce if the Relic's wielder perceives malintent. Those within a certain distance of the Relic will feel their strength wane and health deteriorate through the length of any conflict against a wielder of this Relic. Simultaneously, the environment around the wielder will become enriched with the life force of their opponent. Marksmen and Archers suffer no penalties to this Relic unless they are within range of the siphoning aura. Every strike against the wielder will see another instance of leeching and can be repeated indefinitely.

Donor Mage Lifeforce Siphoned Range Additional Effects
Novice Very minor 10' A very minor drain on stamina. The attacker will tire marginally quicker, and some nearby foliage may blossom and bloom.
Apprentice Minor 15' The attacker is likely to notice the buildup of fatigue in their body to be unnatural and inhibiting. Wilting plant life in the area may be restored through the duration of the fight.
Journeyman Moderate 20' Weakness and fatigue courses through the attacker, even in muscle groups they have not used through the duration of the encounter. Dead flora in the area can be revived to a wilted, perishing state as a result of combat with a wielder of this Relic.
Expert Severe 30' Pain and discomfort become of the attacker with every strike, illness sets in with intense fever, sweating, and shortness of breath to inhibit the combatant with just a few strikes against the wielder of the Relic. Dead flora in range are fully restored, and living plants are bolstered with additional mass and vibrance.
Master Extreme 50' Only those with the most vigor and strength can survive more than one strike against a wielder of the Relic. Every blow seems to siphon actual muscle mass and riddles the attacker's immune system with holes and gaps, inviting all sorts of natural illnesses and maladies upon the unfortunate combatant. All plant life in the area is burgeoning with vigor and health, flowers bloom out of season and dormant trees reawaken. Sickly and wounded animals in range are even partially healed after just a couple of strikes against the wielder.


Utility: Those touched by the Relic see a temporary boon of strength and durability. Once activated, the subject will experience a process similar to Wildveil, where plant fibers will burrow through the skin of the subject and enhance their musculature for greater mass and athletic ability. The strength and duration of this effect increase with the potency of the Donor Mage.

Donor Mage Strength Duration
Novice Skin gains the toughness of common fibers, able to exert an additional 10lbs of force 12 Hours
Apprentice Skin gains the toughness of woven fibers, able to exert an additional 20 lbs of force 24 Hours
Journeyman Skin gains the toughness of hemp, able to exert an additional 30 lbs of force 36 Hours
Expert Skin gains the toughness of softwood, able to exert an additional 60 lbs of force 72 Hours
Master Skin gains the toughness of hardwood, able to exert an additional 120 lbs of force 168 Hours

Alterald (Malformity)

Metals imbued with Alterald appear to have an oily finish with a mixture of all sorts of high-saturated colors. Relics with a higher Alterald potency display a myriad of patterns and lines that look more at home on the iris of an animal. They occasionally drift and change shape, animated slowly as if living beneath the top layer of steel.


Offensive: The offensive form of the Relic isn't often lethal, but oddly cruel in the powers it wields. Those attacked by the wielder of the Relic will mutate based on the damage the Relic inflicts and the potency of the Donor Mage. Skin-deep injuries will reflect skin-deep mutations, muscular injuries inflicted by the Relic have the potential to alter the musculature of the victim, damage to the bones can have catastrophic consequences for the victim. Few Relics possess the power to alter internal organs, and even fewer can change the brain, but these Relics do exist at the end of a trail of mutated, thoughtless amalgams.

It should be noted that the mass of the victim will not change; If the victim is pierced to the bone by a Relic and inflicted with rodent-like traits, the volatile ether will force the mutation of a rodent limb of equal size.

Donor Mage Mutatable Maximum Scale Additional Effects
Novice Skin 1' Can cause discomfort, reduce stamina recovery, inflict pain, and hinder mobility
Apprentice Skin, Muscle 2' Can hinder mobility, speed, strength, and induce shock with the grotesque nature of the mutation.
Journeyman Skin, Muscle, Bone 3' Entire limbs can be altered with a single attack if the damage is deep enough. In addition to all the effects above, dexterity and the ability to use tools and weapons can be removed.
Expert Skin, Muscle, Bone, Organs 4' Inflicted mutations can take on traits from 2 animals if the wielder so desires, victims of the weapon are usually permanently disfigured, but can be reverted with intense Necromancy.
Master Skin, Muscle, Bone, Organs, Brain 8' Damage to the brain is almost certainly irreversible, as it's often entirely replaced by an amalgam of multiple animals that cannot function in its splice. Victims will lose themselves entirely, a warped gestalt of three or more animals that likely couldn't move even if it had the mind to.


Defensive: Those that attack the Wielder of the Relic will quickly find themselves swarmed by nearby Fauna of various tiers, which all rise in defense of the Wielder. For the duration of the Relic's activation, animals of the tiers that are summoned will not attack the wielder but animals from other tiers may. If the wielder should find themselves engaged with a pack or a herd of animals and the Relic is strong enough to subdue them, the pack will suddenly turn on the first of their kind to strike the Relic. The effect is continuous until the duration has elapsed, and all Fauna that wander into range will be subject to the call if they are of the Relic's Tier of Fauna or Below.

This does not affect people.

Donor Mage Tier of Fauna Duration Range
Novice Tier 2 30 Minutes 0.5 Miles
Apprentice Tier 3 45 Minutes 0.75 Miles
Journeyman Tier 4 1 Hour 1 Mile
Expert Tier 5 2 Hours 2 Miles
Master Tier 6 4 Hours 4 Miles


Utility: Fauna of a tier that's specific to the strength of the Donor Mage can communicate with anyone in range of the Relic upon activation. The communication bridge is two ways, meaning that those in the range can speak with the Fauna if they are affected by the Relic. It should be noted that this does not stop aggressive animals from attacking the wielder, nor does it stop them from fleeing in terror, either. Individuals with sufficient Charisma might be able to convince an animal to be at ease, but this is exponentially more difficult as the tiers of Fauna increase.

Donor Mage Tier of Fauna Duration Range Charisma to Tame
Novice Tier 2 30 Minutes 10' 100
Apprentice Tier 3 45 Minutes 15' 250
Journeyman Tier 4 1 Hour 20' 400
Expert Tier 5 2 Hours 50' 600
Master Tier 6 4 Hours 100' 900

Phrade (Mentalism)

Metals imbued with Phrade display a unique physical quality in which the colors around them appear slightly displaced. The light around these metals bends and contorts in spectacular ways which can be mesmerizing and difficult to predict in combat. Patches of the aura appear to be out of focus while others are completely clear. The aura around the Relic will begin to tint a vibrant pink as the Potency of the Donor Mage Scales, and at higher levels, the blade will appear to shatter as though one is gazing upon it through a broken mirror, but it's still very much whole.


Offensive: Relics of phrade made with intent to do harm take on the ability to harness the weave, but the power they produce is not entirely predictable. Those struck with the Relic might find themselves crushed under immeasurable weight, thrown a dozen feet from the Wielder, or even pulled toward the attacker with neck-breaking speed. Wielders with a perception of 400 or more might be able to identify the subtle tells that indicate which effect the Relic will produce next, which they can use to optimize their next attack, but the subtle tells in the aura of the weapon are very similar to one another and cannot always be deciphered wholly. The force of the weave and the types of weave the Relic is capable of creating scales with the strength of the Donor Mage.

it should be noted that no force will harm or inhibit the Wielder of the Relic.

Donor Mage Weaves Weight Additional Effects
Novice Compel 40 lbs The additional weight of the weave can pull the target into the strike, and thus land with greater force.
Apprentice Compel, Impel 60 lbs When Impel activates, the target is struck with the additional indicated weight at the site of the strike.
Journeyman Compel, Impel, Nailing 100 lbs Nailing will render the target encumbered with the indicated weight if the weave activates with it.
Expert Compel, Impel, Nailing, Overbear 200 lbs All the weight indicated will press at the target from every direction on every external surface of their body; this can easily kill, mangle, and obliterate opponents.
Master Compel, Impel, Nailing, Overbear, Vindicate 400 lbs When Vindicate activates, all objects within thirty feet of the target are pulled and uprooted with the indicated force, and hurtle toward the target at lethal speeds. This includes stones, boulders, plants, furniture, animals, and people. Vindicated objects will not land on the Wielder of the Relic unless they step in the way.


Defensive: Waves of psychic force are released from the Relic when its wielder is struck. The five reveries are released on the psyches of anyone caught in the wave and can manifest with extreme swings of emotion that remain active for a duration that depends entirely on the strength of the Donor Mage. The emotions inflicted on those caught in the wave are not targeted or directed at anyone or anything, but instead made to release on the nearest object or being. Individuals with higher levels of intelligence can resist the effect with mild influences on their mood. The intelligence required to save against the effect is listed in the additional effects.

It should be noted that the wielder cannot decide which reveries are inflicted upon those caught in the wave and that they are impervious to the effects of the Relic.

Donor Mage Reveries Radius Duration Additional Effects
Novice Provocateur 10' 5 Minutes Those afflicted with the Provocateur are likely to fly into a fit of rage and fight without coordination or tactics, which renders them easier to best for trained, level-headed combatants. 100 intelligence is required to save.
Apprentice Provocateur, Scarecrow 15' 10 Minutes The Scarecrow can force those caught in the wave to scream in horror, turn tail, and beg mercy. However, it can also compel the target to fight harder with all the ferocity of an arachnophobe that has found a spider in their personal space. The fight or flight response is triggered. 200 intelligence is required to save
Journeyman Provocateur, Scarecrow, Minstrel 20' 15 Minutes Minstrel can change the tone of the fight very quickly; what might have been a duel to the death can suddenly become a friendly spar if the fight doesn't halt altogether. 300 intelligence is required to save.
Expert Provocateur, Scarecrow, Minstrel, Tragedian 30' 25 Minutes With the tragedian comes wails of despair and heartache, tears flow aplenty and the will to go on is crushed. This almost always ends the conflict or at least renders the attacker too emotionally vulnerable to give the fight their all. 450 intelligence is required to save.
Master Provocateur, Scarecrow, Minstrel, Tragedian, Paramour 50' 50 Minutes The paramour invokes intense desire on those afflicted. if the attacker is subject to the Paramour, they will almost always change flags and choose instead to side with the Wielder of the Relic instead. Though this effect ends when the duration of the Relic's power elapses, the victim usually won't hesitate to give their life in a display of devotion. 600 Intelligence is required to save.


Utility: If made to touch a living subject by the Wielder, the Relic can relay a tremendous amount of information on the subject to the Wielder through their mind's eye. The Relic can read the Subject's moral alignment, current mood, desires, strength, and conscience. The amount of information unveiled depends heavily on the potency of the Donor Mage

Donor Mage Information Revealed Additional Effects
Novice Current Mood The Relic will project the third party's current mood onto the wielder for as long as contact is held; which might be just enough to gauge what the subject's intent is.
Apprentice Current Mood, Desires The subject's desires will temporarily become the Wielder's desires. The clarity of what they want can be muddied on more emotionally unstable subjects, but such is easier to read for those versed in psychology.
Journeyman Current Mood, Desires, Conscience The relay of a conscience will only reveal whether or not the subject feels remorse. If there is remorse in the subject, the Wielder will be made to feel that same guilt. What the Subject is feeling remorse over is not discernable from the power of the Relic alone.
Expert Current Mood, Desires, Conscience, Moral Alignment The Subject's morals will also be relayed to the Wielder. For the duration of contact, the Wielder can explore how the subject would feel about certain moral dilemmas or about committing specific crimes by running the psyche through scenarios.
Master Current Mood, Desires, Conscience, Moral Alignment, Strength The Subject's strength can be gauged by the confidence they conceal. The Wielder will feel as powerful as the Subject sees themself for as long as contact is held.

Umbridot (Nightfall)

Metals imbued with Umbridot will darken as the potency of the Donor Mage increases and appears so dark that it swallows the light at higher levels. A halo of light, tarnished with bleeding darkness, follows the Relic beyond the potency of an Expert Donor.


Offensive: The Relic will release a volley of crescent-shaped blades that follow and pursue the Wielder's targets when swung. After a collision, the blades will lose their cohesion and attempt to wrap and restrict the movements of specific limbs, joints, and even the features of the target's face. The Grace Period, number of blades, the speed, and the distance they pursue the target all scale with the strength of the Donor Mage.

Donor Mage Blades Summoned Speed (Feet per second) Range Grace Period
Novice 2 100 fps 150' 80 Seconds
Apprentice 3 125 fps 225' 70 Seconds
Journeyman 4 150 fps 300' 60 Seconds
Expert 6 200 fps 450' 30 Seconds
Master 9 300 fps 750' 5 Seconds


Defensive: Black spears burst from the Relic when struck, all aimed at the attacker. The number of Spears, their strength, and their Grace Period all depend on the potency of the Donor Mage. After launching, the spears withdraw back into the Relic. Breaking them has no consequence.

Donor Mage Spears Summoned Strength Grace Period
Novice 2 Hardwood 80 Seconds
Apprentice 3 Bronze 70 Seconds
Journeyman 4 Iron 60 Seconds
Expert 6 Steel (Low Carbon) 30 Seconds
Master 9 Steel (High Carbon) 5 Seconds


Utility: A number of times a day, shadows can naturally wrap and conceal the wielder, preventing their detection by anyone without high perception (500 or higher). The camouflage is lost in daylight, but the identity of the Wielder and the belongings on their person are completely obscured by thick, unyielding darkness for a time.

Donor Mage Times a day Duration
Novice 1 30 minutes
Apprentice 1 45 minutes
Journeyman 1 60 minutes
Expert 2 120 minutes
Master 3 180 minutes

(Oath)

Offensive:

Defensive:

Utility:


Echal (Remnant)

The surfaces of metals Imbued with Echtal appear animated with deep sprawling webs of synapses and neurons. Lights run down the synapses, illuminating the neurons that link them before fading and receding to obscurity. Stronger Relics of this kind develop an aura of twinkling lights that remain anchored to the Relic when it moves, but drift about after harsh movements, as though they're orbiting the Imbued metal.


Offensive: Depending on the potency of the Donor Mage, the Relic can cause a significant amount of damage to the target's memory with every strike. At random, the victim's Engrams will be damaged and made dormant. The extent of the damage varies based on the strength of the Relic, but a Remnomancer can uncover and restore the victim with higher and higher degrees of skill and effort as the strength of the Donor Mage increases. Victims will gradually lose their ability to fight with every subsequent strike, losing all but their most basic functions as the Relic seals away their identity.

'Time Lost' indicates a timespan in which any information that falls under a category in 'Severity' is lost per strike of the Relic.

Donor Mage Time Lost Severity
Novice 3 Months Tastes, Smells, Sounds, Images, Feelings
Apprentice 6 Months Tastes, Smells, Sounds, Images, Feelings, Vocational Skills
Journeyman 12 Months Tastes, Smells, Sounds, Images, Feelings, Vocational Skills, Specific Details
Expert 36 Months Tastes, Smells, Sounds, Images, Feelings, Vocational Skills, Specific Details, Movements, Places
Master 120 Months Tastes, Smells, Sounds, Images, Feelings, Vocational Skills, Specific Details, Movements, Places, Relationships, People, Language, Experiences


Defensive: Contrary to the offensive counterpart of the Echal-Imbued metal, this Relic will study and read the aggressing opponent, then relay information back to the wielder. Subconsciously, the wielder will become aware of their opponent's fighting style, tactics, tricks, and more. When combined with the meditation skill, the wielder can differentiate between what they think to be true and what the Relic is telling them. When synchrony is achieved, the wielder can effortlessly parry, block, and evade their opponent's strikes. When synchrony is achieved, the instinct remains even if the Relic is removed.

Donor Mage Time to Synchronize
Novice 30 Minutes
Apprentice 25 Minutes
Journeyman 20 Minutes
Expert 10 Minutes
Master 5 Minutes


Utility: The Relic is capable of projecting the image of the wielder's memories over their form. The wielder will not see themselves how others perceive them, therefore, it's imperative to note when the effect wears off, and what image they have assumed at any given time. The Duration and age of the memories that can be fetched varies on the strength of the Donor mage.

Donor Mage Memory Age Duration Additional Effects
Novice 1 Year 1 Hour None.
Apprentice 2 Years 1 Hour 30 Minutes None.
Journeyman 3 Years 2 Hours Can take on the image of people of the same race and gender.
Expert 6 Years 4 Hours Can take on the image of people of the same race.
Master 18 Years 8 Hours Can take on the image of other people from memory.

Blaryl (Resonance)

Blaryl-imbued metals often appear blurry or as if there are multiple blades confined to the same space. The image of the Relic vibrates at extreme speed and can appear larger than it really is as a result. The effect is more drastic on stronger Relics, and the strongest Relics of this kind may even appear partially translucent, which makes them even more difficult to see.


Offensive: The Relic will rattle the Wielder's target on impact. The rattling can range from mild tremors to intense osculating vibrations. Needless to say, the effect makes combat, movement, and communication extremely difficult. Stronger Relics can even cause serious harm to the victim if they are not sufficiently protected. Heavy armor can keep the victim intact through an onslaught of heavy strikes, but will eventually break if sufficient damage is done with the Relic. The sound of this Relic's strike is often deafening, depending on the materials being rattled.

Donor Mage Additional Damage Caused Additional Effects
Novice None. Footing and posture are difficult to maintain.
Apprentice Muscle Spasms. It's difficult to hold tools and muscles require some hours to recover from the strike afterward.
Journeyman Muscle Spasms, torn muscles & ligaments. Pain and discomfort make it almost impossible to move after the strike with too much force, most will at least be knocked partially to the ground as a result of the blow and the nature of the additional injuries make it hard to recover.
Expert Muscle Spasms, torn muscles & ligaments, ruptured organs and skin, Very few can stay on their feet after a strike like this, almost none will be able to get back up afterward. Striking the ground with the Relic can inflict the effects of up to Apprentice Potency on everyone within fifteen feet of the strike (bar the Wielder).
Master Muscle Spasms, torn muscles & ligaments, ruptured organs and skin, shattered bones, metals as soft or softer than tempered steel. Some victims are completely obliterated in a shower of broken bones, muscle, and blood after just one strike. Striking the ground with the Relic can inflict the effects of up to Journeyman Potency on everyone within twenty feet of the strike (bar the Wielder).


Defensive: Intense vibrations deflect strikes against the wielder and rebound them to the attacker. Some force is still transferred to the wielder, but this is reduced with the scaling strength of the Donor Mage. The size of the weapons/strikes deflectable also varies by the strength of the Donor Mage.

Donor Mage Heaviest Strikes Redirected Force Mitigated
Novice Small weapons, improvised projectiles 10%
Apprentice Medium weapons, arrows 20%
Journeyman Large Weapons, bolts 30%
Expert Heavy Weapons, rifle shots 50%
Master Cannonballs 80%


Utility: A Relic that can amplify sound for targets of the Wielder's choice. The Relic can be made to amplify all sound in a space for their ears alone or amplify all sound in an area for targets of their choice within a distance and for a time that depends on the strength of the Donor Mage. Amplification cannot be used to damage the hearing of any targets, including the wielder, as the sound will be adjusted per the individual's hearing needs.

This effect extends through doors and walls.

Donor Mage Range Duration
Novice 15' 30 Minutes
Apprentice 30' 45 Minutes
Journeyman 45' 60 Minutes
Expert 80' 120 Minutes
Master 200' 240 Minutes

Revyx (Sigilic Pyromancy)

Metals imbued with Revyx display lights of bright amber that flow through the structure like a series of cracks. This is sometimes mistaken as a Pyromancer's enkindled sword in appearance but doesn't display the properties of Enkindlement outside of looks alone. Stronger Relics of this kind possess a burning aura, as though the Relic has been dipped in oil and lit aflame. Despite this, the metal is not hot and doesn't produce any light. Even so, the aura can be seen in complete darkness and stands out significantly.


Offensive: Explosions of kinetic force and shrivenflame are released on impact with the Relic. Any surface met by a wielder is immediately blasted with the force of an explosion that varies based on the strength of the Donor Mage. A stronger Wielder is typically required to use this Relic. Even though the flames released in the blast will not burn them and the kinetic force released will not so much as budge them, the Relic is susceptible to the force. A wielder who is not trained with a strong grip, appropriate upper body strength, and the proper form will most certainly lose the Relic in the resulting blast. Wielders should be no less than Expert in the appropriate skill and have a strength of at least 400 to withstand the effect. The maximum effect the Relic can produce is listed in the Additional Effects column of the table below.

Donor Mage Radius Grace period Additional Effects
Novice 1' 30 Seconds First-degree burns, muscular soreness, blast pushes objects up to six feet away. Can destroy most furniture in a single strike.
Apprentice 3' 40 Seconds First-degree burns, injury to joints and muscles, blast knocks objects up to nine feet away. Can break down wooden walls and fences.
Journeyman 5' 50 Seconds Second-degree burns, torn ligaments & internal bleeding, blast knocks objects up to 12 feet away. Can warp metal and damage stone structures.
Expert 15' 60 Seconds Third-degree burns, broken bones & dismemberment, blast knocks objects up to 20' away. Can destroy small stone structures, fell trees, and loosen large sections of earth.
Master 45' 60 Seconds Fourth-degree burns, complete and utter obliteration on direct impact, blast knocks objects over fifty feet away. Can knock down castle walls and decimate armies.

Defensive: Striking the wielder of this Relic will trigger a burst of superhot bright light that can blind, stun, and burn the attacker to degrees that depend on the strength of the Donor Mage. None of these effects will harm the wielder, but the resulting Shrivenflame can if the Relic is strong enough to produce such an effect and the Wielder is susceptible to Shrivenflame.

Donor Mage Blindness Duration Burn severity Grace Period Additional effects
Novice 10 Seconds First-degree. 5 Minutes Effects all within 6' of the Wielder.
Apprentice 20 Seconds First-degree. 4 Minutes Effects all within 12' of the Wielder.
Journeyman 60 Seconds First-degree. 3 Minutes Effects all within 18' of the Wielder.
Expert 300 Seconds Second-degree 1 Minute Effects all within 27' of the Wielder. Combustible objects may be lit with Shrivenflame.
Master Permanent Second-degree 10 Seconds Effects all within 52' of the Wielder. Most objects will be lit with Shrivenflame.


Utility: The Relic will temporarily open a window above itself, which can be used to peer into the Dead Realm. What is more, beings that Malek would invoke judgment upon, those that go to extreme measures to defy death, are illuminated with a deep red light if they are viewed through this window. This effect extends to any mortals that have achieved supernatural longevity, like the Dranoch and the Lich. The duration of this window depends on the strength of the Donor Mage.

Donor Mage Duration
Novice 3 hours
Apprentice 4 hours
Journeyman 5 Hours
Expert 10 Hours
Master 24 Hours

(Squall)

Offensive:

Defensive:

Utility:


(Summoning)

Offensive:

Defensive:

Utility:

Impact

The Manipulation of Fragments has existed throughout the history of Atharen. It began in early civilization as a means of preserving food and keeping warm; a crutch to the development of science in the world. There was a time where the manipulation of Fragments receded into obscurity because of the finite supply and the ever-growing population that was supported by forced innovation, but the general supply of Arcanacrags has since bolstered with the discovery of Arch-Hollows and innovation in traditional science has suffered as a result of their convenience.

There is more interest in the field of Metallurgy, as the development of Relics benefits greatly from stronger and more durable metals. Entire nations employ Relics large-scale in their militaries with Lorien’s Argent Knighthood as the most famous example. Most Nations will employ Sunderers for their ability to manipulate, meld, and mount Arcanacrags if nothing else, as their application has greatly improved the quality of life of a lot of the sentient races.

In other parts of the world, Sundering is detested in part or in its whole. The pollution of corruption has had disastrous consequences in some parts, and has been forbidden and purged large scale in such regions. Improper regulation and purification methods can cause disastrous problems for the local ecosystem. What is more, some of the stronger Relics have the potential to change the tide of war, but these are exceptionally rare and are almost exclusively reserved for the richest, most powerful, and most influential people of the world.

Novice

The Novice Sunderer should invest a lot of time developing their Dexterity and Perception, as the craft demands a lot of attention to detail and a keen eye. Knowledge of specific Fragments and their effects are very much vital for the Sunderer’s development. Research should be conducted on the physical properties of Arcanacrags and their safe handling practices. Many of the stones react poorly with biology and should be treated with care. All the dangers of Arcanacrags, corruption, poor handling, and the like are studied early on in the Sunderer’s career, and various other processes are taught afterward. The inner-workings of an Arcanacrag, Fractals and their relation to Melding, the complexities of Inlays and Mounting are all learned after the Novice has retained the most basic safety procedures, as one wrong move can doom both the Novice and the Master. Traditionally, the end of their preliminary training involves a written test and some mock demonstrations using wooden replicas of tools and Arcanacrags.

Untraditionally, learning Sundering without the aid of a tutor is immensely difficult. Even the most comprehensive written guides are steeped in terms and jargon that anyone unfamiliar with the practice is unlikely to understand. Harsh failure, the danger of death, disfigurement, mageblight, and endless trial and error pave the way for the novice that learns without the aid of a more experienced practitioner, but they should find themselves with the ability to Imbue and Cast Novice-level Relics, refine Arcanacrags from tier 2 to Tier 1, and reshape Arcanacrags with some minor deviance to their original shape. The Novice is also able to Sunder marks of Novice quality. Purification is also plausible for the Novice, but even so much as the slightest oversight can result in the destruction of themselves and/or their workshop. Players that pursue Sundering without the aid of a mentor are expected to gain at least six mageblight in their time as a novice and either destroy all their tools at least once or suffer severe injuries (repairable with Necromancy) from misuse of tools and poor handling of corruption.

Apprentice

It's after the Novice has proven their retention of basic safety procedures, the outlines of processes, and the translations of all the terms that Sunderers use on a day-to-day basis that the tutor will allow the aspiring world mage to attempt working with live Arcanacrags. Before such can be achieved, the apprentice will need to learn the workings of live tools, and display sufficient knowledge and understanding to begin. The first Arcanacrags an apprentice will usually touch are those with minuscule effects that do not react harshly toward biology. Most lessons will revolve around the safe-handling of Arcanacrags during shaping and cutting. Purification and refinement are supervised with a close eye, but the apprentice can manage such alterations to the Fractal that advance the properties of the stone from Tier three efficiency to Tier one with relative ease. The basics of each process are covered, and the tutor gradually peels away from their apprentice's work with scaling reassurance that the budding Sunderer can handle themself.

If the lone wolf still has yet to cave to the endless misfortune that befalls them at this point in their journey, they will be able to refine Arcanacrags from Tier three to Tier one, reshape Arcanacrags to a significant degree, Imbue and Cast Relics of Apprentice quality or lower, and Sunder Apprentice-level Marks. The aspiring mage will likely start to get an idea of what it means to be safe with the Arcanacrags. Players that pursue Sundering without the aid of a tutor are expected to gain at least three points of Mageblight and destroy three pieces of Sundering equipment in their time as an apprentice.

Journeyman

By the time the apprentice can be considered a Journeyman Artificer, they are able to perform most processes without the aid of their mentor, and even without their supervision. It's possible that the mage will have been instructed heavily on the process of Sundering and should be able to Sunder marks of Journeyman strength without too much hassle (Apprentice and lower will yield with incredible ease). Purification and Melding still require heavy oversight, but they're not impossible for the Journeyman Sunderer to achieve. It's at this stage that the Sunderer can be comfortable in their position with few problems and processes that they require their tutor's guidance on. Journeyman Sunderers are the bog-standard, middle-lane practitioners of their field.

It's at this point that the self-taught Sunderer has usually mapped out most causes of corruptive infection and can safely perform most processes without disastrous consequences. There is little difference between the self-taught Sunderer and the Mentored Journeyman at this point. The quality of the lone wolf's work is still subpar to the student that learned from a Master, but only slightly. Arcanacrags can be Shaped and Cut with very significant deviance to their original shape, Marks of Journeyman quality and lower can be mapped with some degree of ease if the user has encountered any mages, and Purification almost never results in corruption floods. Melding is still very dangerous, but the Sunderer is likely to have a good idea of what they need to do and what to watch out for. Players that opt to learn Sundering without the aid of a Mentor are expected to gain at least one point of Mageblight in their time as a Journeyman and botch their first attempt of Melding.

Expert

Expert Sunderers are likely renowned in their areas as 'good at what they do', unless, of course, the world mage's intent is to remain secretive about their occupation. They can produce Relics of Expert quality or lower with the power of Casting and Imbuing, and are likely to have created many potent Relics. They understand all processes with detail and can create some very specifically shaped Arcanacrags with just about any requested dimensions. The lone wolf is likely to still struggle with melding at this point, as even the mentored practitioner is unable to successfully complete every Melding, but both know the danger signs and proper procedures for when such disaster strikes. Some experts might take on Novices of their own, but despite all their knowledge, they're still learning the properties of Arcanacrags, and the complexities of Fractals.

Master

In common day-to-day operations, there isn't much that sets the Master ahead of the Expert, but when it comes to knowledge of Arcanacrags, their appearance, their effects, the shape of their fractals and the achievable effects that come with Melding them, the Master dwarfs the Expert. There's almost nothing that the master doesn't know about any given Fragment, and all the complex roots of a Master Mark can easily be navigated and captured by extension, though not all Sunderers ever get the chance to Sunder a Master Mark of Control because of the mage's power and the obscurity of such a thing. The master is able to innovate better tools, and even created tools of their own to sell for a profit. The master is also likely to charge through the nose for lessons in Sundering with a few dedicated novices to teach at any given time. Some Masters are capable of creating Relics with multiple Imbuements, but these individuals are so very few and far between.

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