|50 PB Points = 1 Wealth Point|
|NPC Point Exchange|
|5 Points = 1 Skill Point For NPC [1/1 Skill Ratio]|
Must be Applied for in the PSF
|Mounts||(Average-quality mounts/Average Conditioning/Basic Training)|
This blackbird is a master of silence. Even at its large size of four-meter wingspan, the features are perfect proportion to minimize friction in the wind and allow the bird to prey at both night and day. Though very difficult to hear and often to see, the bird has successfully been domesticated and ridden. Often it is used for the purposes of entering enemy fortresses and encampments to perform assassinations, sabotage, and other forms of tactical espionage.
Massive seahorse used for traveling over great bodies of water. Special saddles are crafted to prevent falling off due to water resistance.
|Prismanther (Ground - Combat) ||450|
This feline is gifted with a thick coat of tiny, clear, tubular tendrils rather than fur. They catch the light and color of the surrounding flora, rendering the creature nearly invisible if it stays motionless. A good wind will betray its presence if someone is looking for it, as there will be an odd patch of fluttering color that can't otherwise be accounted for.
Aquatic Drake mount used to travel great distances underwater. Special saddles are crafted to prevent drowning by the gill-less.
|King Crocodile (Aquatic - Combat)||450|
These crocodiles mostly dwell in swamp areas. They can grow to 29 feet (9 metres) long. It has thick armor plates over its body, a very large head with rows of large teeth. They are capable of explosive speed in the water and almost as fast on land. Their sharp teeth are suited at seizing and gripping, dragging victims into water to drown. Death rolling is used to tear the prey into pieces small enough to be swallowed whole. Their bite has more force than even the thunder ocelot and can crush a therion skull between its jaws.
|Thunder Ocelot (Ground - Combat)||450|
This large ocelot has the ability to leap upon prey faster than the eye can register. A loud cracking thunder resounds from the movement, followed by a cloud of air, all caused by the breaking of the sound barrier. This final movement spanning only a few meters, takes so much effort from the ocelot, that the creature can barely hobble let alone climb a tree afterward. The bite of this ocelot, due to the speed of its attack, is precisely aimed to the skull of the victim. It is so powerful that its teeth can penetrate the skull and deliver a fatal wound to the brain.
|Grey Therion (Ground - Combat)||450|
These enormous herbivores live at the blackwater swamps and grow up to 3 metres tall at the shoulder and five metres in length and can weigh up to 6000kg. Two thick horns rise above the nose and two smaller horns below the jaw are used for protection from predators. Their skin is made up of thick armor like skin for further protection.
This elusive horse has been seen throughout the Unibor. It is said that the horse appears to recent heroes and cowards alike after a great test of their will. Those who have crumpled under adversity and mount this horse will sink into it and the cloak will wrap about and suffocate the rider to death. But those that are indeed worthy, whom have fought hard, are served loyally by this horse 'til death. The destiar is known for its glowing white, wispy mane and tail; and its ethereal 'cloak', shrouding its bodies and covering its eyes. The blindfold does not seem to inhibit the horse's vision but is said to aid the horse's impartiality when judging. The shroud acts like wings that flutters about when it runs and also reduce its weight, allowing it to gallop at great speeds.
|Scython (Ground - Combat)||450|
Prowling about the Unabor on Western and Eastern Idalos, the Scython is a large cat creature and is often called the King of Unibor. It grows up to 500kg (1102lbs) and is likened to the size of a horse. Its coloring ranges from buff to yellowish, reddish or dark brown. Its teeth consist of two large canines and the rest of its teeth are serrated. They are used to tear away large chunks of its prey in order to bleed them to death. They hunt in packs, preying mainly on unicorn rhinos. An unusual characteristic of these great predators is that they often horde trophies of their prey in their tree hollow lairs, be it from the horns of the unicorn rhino to the armor and weapons of brave warriors.
|Storm Shrike (Flying - Combat)||450|
These enormous bright blue birds are masters of manipulating air currents to cause storms. They typically operate in the seas north of Ivorian. Their aim is to use the storms to round up schools of fish who are influenced by weather patterns and feed on them. This bird is a bane to those who travel by sea.
|Quadriga Horse (Ground)||300|
These horses are found all over the island around Ivorian in their domesticated form. Prior to domestication, these horses once lived in herds of at least seven where they develop a link of minds. Now domesticated, these horses are ideal for use in chariots - their linked minds making them move in near-perfect unison.
|Grey Velox (Ground - Combat)||450|
Located in the mountains of the island and the western coast, this large wolf-like animal, is both very agile and can reach very quick speeds. It has a grey-blue coat with a white mane under its head, peppered with black and sable patches. It had one blue and one brown eye. It hunts in packs of no more than two. It is known also for its intelligence and keen senses. They are one of the few predators who can hunt bronze boar.
|Obsidian Panther (Ground)||300|
The main carnivore prowling the foot of the Heart of the World, the large obsidian panthers have a shimmering black coat and yellow eyes. The end of the tail of the male panther can exude a fire-like aura used intentionally to attract female mates or unintentionally when leaping for the kill. Prowling up to high altitudes to search for prey and being exposed constantly to toxic gases and ash, the panther has developed a highly efficient body system and uses little oxygen. At lower altitudes with oxygen rich environments, it is a tireless and quick predator.
|Thorned Horse (Ground)||300|
They are well suited for desert travel allowing them to survive weeks without food or water. Their body is made up of a layer of rubbery skin which contains an insulated layer of fatty deposits. The skin has small thorns throughout that limit evaporation from the horse's body - allowing them to retain fluids from escaping. Their eyes, nose and internal organs are adapted to be protected from dust and to reduce water loss. Finally and most uniquely, their tail can fan out to form a canopy above, protecting it and the rider from the searing suns above. Specially made saddles are fitted to these horses so as to ensure the thorns are not suppressed and damaged. The thorned horse is used for transportation and as a battle horse during times of war.
|Volareon (Flying - Battle)||450|
Volareon appear to be a type of gryphon, half flying fox and half jaguar. Their bat half forms their front from their head to just behind their wings and shoulders, also stretching along the stomach to end near the hips. Their jaguar half includes the front legs and the back half, complete with tail.
|Mergala Equestor (Aquatic)||350|
The Mergala Equestors are mounts capable on both land and sea, and are fittingly called "Merquestrians" by most. They are prized for their mobility and dualistic capabilities as both land and sea mounts, and are famously known for their strangely jovial personalities.
|Bruxen (Ground)||300|| |
The Bruxen - often called Brux - are a race of cervidae (deer) that inhabit primarily the forestry surrounding Ne'haer and its suburban towns.
|Hyx (Ground)||500|| |
The hyx is a rare, large (ten foot long body length), fox-like animal, reclusive, extremely intelligent and sly. It has been decimated by the introduction of the Immortal's Spawn and few remain. They often hunt for stave gazelle. They inspire many to write poetry of these sad animals, for it is said that the hyx knows of the slow death of their species. The hyx, is difficult to outsmart and therefore hard to kill. Their intelligence is admired by many races and they are known to develop a complex and rich pact with their owners, often offering themselves as a mount.
|Stone Horse (Ground)|| 400 || |
A small stone statue of a horse. When activated, it becomes a life-sized mount, perfectly suited to whoever activated it. The mount is tireless and completely obedient, requiring no sustenance. When it is time to sleep, the horse returns, once again, to a statue. May only be activated twice per trial. [Credit: Faith]
Nicknamed ‘the sniffer drake’ the òkun is a small pet drake no bigger than a cat with a wingspan three times the length of its body. The òkun is famed for tracking down rare ore, anything from iron to Geminite. Òkun love to collect shiny things and will usually construct their dens out of trinkets they find around the owner’s house (necklaces, earrings, daggers, etc). It is said that an òkun can never be tricked and is able to tell the difference between real metal and something that is fake (gold plated items for example).
A sub-feline animal that has the body of a cat with four fluffy tails and several elongated whiskers that run nearly all the way to its back end. Their whiskers are able to electrocute their prey, intruders into their territory, and fend off predators. Their eyes are shimmering bright blue and they
|Auri || 250 || |
A breed of experimental cats that have escaped Rhakros. This breed has extra-long whiskers, twintails, and horns that extend from their foreheads. They are extremely hard to breed, are purely carnivores, and can grow as big as a large dog. What is so unusual about Auris is the fact that they live extremely long, thus evolving into a creature with intellect enough for communication in up to two languages.
A small fairy companion no taller than six inches with a white glow that makes him or her difficult to see in detail. Can not be seen by other people unless in Emea. Communicates only via telepathy (with your character only) unless in Emea. Has wings like a dragonfly, transparent in grey, black, or white.
A small fairy companion no taller than six inches without the white glow most fairies have. Can be seen by other people but only communicate via telepathy (with your character only) unless in Emea. Has wings like a dragonfly, transparent, and come in a multitude of colors.
|NPC with 350 skill with no less than 10 in any one skill and no more than 50. ||400|
|NPC with 250 skill with no less than 10 in any one skill and no more than 40.||300|
|NPC with 150 skill with no less than 10 in any one skill and no more than 30.||200|
|Slave with 150 skill with no less than 10 in any one skill and no more than 30.||200|
A single male or female NPC with no cost upkeep for the life of the NPC. Please submit NPC to Prophet Support Forum
|A Bard’s Dream || 100 || |
This item, normally a musical instrument, is possessed by the spirit of a bard, who plays it at their leisure. The bard's spirit is an automatic Expert in Singing and Musical Instrument. This means you do not have to put points into those skills for this NPC. Please submit NPC to Prophet Support Forum
|Marionette || 120 || |
This statue comes to life when touched, functioning much as a normal servant would. It is only as strong as a normal human and can carry out any basic function it is taught the word for. It cannot speak, run, fight, or kill and if struck with a blow will fall to the ground and shatter into pieces. Please submit NPC to Prophet Support Forum
|Signature Item (Primary)||500||This item is a prerequisite for purchasing a Secondary and Tertiary signature item. With a base item valued at no more than Tier 7, the PC is gifted a unique item with a minor enchantment on it. This enchantment should be roughly the equivalent of an ability from a Favoured Immortal Mark and must be approved via the PSF.
|Signature Item (Secondary)||1000||This item is a prerequisite for the Tertiary Signature Item. With a base item valued at no more than Tier 8, the PC is gifted a unique item with a moderate enchantment on it. This should be roughly the equivalent of an ability from an Adored Immortal Mark and must be approved via the PSF.|
|Signature Item (Tertiary)||2000||This item can't be purchased without having also purchased a primary and secondary item to go with it. Once a tertiary item has been purchased, you must buy another primary and secondary item before going over to buy a tertiary item. With a base item valued at no more than Tier 9, the PC is gifted a unique item with a major enchantment on it. This should be roughly the equivalent of an ability from an Exalted Immortal Mark and must be approved via the PSF.|
A pair of scrolls that can be shared between two people (PC or NPC) where one person writes on their scroll and the other person can see the message in real-time on their own scroll. As soon as the scroll is close the message disappears (useful for spy-type characters).
|Invisible Ink Pen||50|
Invisible ink can be used to write on normal paper or scrolls. Invisible ink can only be read when the paper is dipped in water and left to dry overnight.
As long as the character holding this mirror has an item or lock of hair belonging to the target, they can see that place or person for up to a minute, but cannot hear anything. This mirror can be used up to five times a season.
A one time use serum that can get anyone (PC or NPC) to tell the truth for a whole break (hour).
A magic bag that can store anything narrow enough to put inside it, from swords to a lake’s worth of water. The bag remains almost weightless no matter what if held inside, with items believed to be stored in the owner’s personal domain in Emea until they are needed again.
There’s no place like home and these shoes are bound to get you there in the blink of an eye. Enchanted footwear that allows you to travel home once per season if traveling from city to city, or twice per season if traveling within your city.
|Truth North Gem||80|
Gem glows when you hold it in the direction of true north (navigator's dream).
|Night Glow Gem||160|
A blue gem that looks like a shard of glass. When you hold it up to your eyes at night (or in a pitch-black room) you can see as if it were daytime.
|Heart’s Desire Gem||220|
A gemstone that is told to point you in the direction of your heart’s desire. It glows brighter when in the right direction and warmer the closer you get.
A rainbow-colored gemstone that is able to turn the bearer into a human for as long as the user holds it.
|Mastercrafted Mount Armor Pack||250|
A complete pack of armor for any mount; covers the legs, back, neck, and face. Includes saddle and reins.
An elixir that ages the one who drinks it by three Arcs. The shift of age on the body will change over the course of a week.
A set of four stones that, when placed within a square foot of each other, form a small rain cloud that waters plants to just the right amount of hydration. If you lose one of the stones, this item will not work.
|Book of Riddles||60|
A book that writes back to you. Legend says that lost souls are placed within these books and can only communicate when written to, on the pages.
A necklace that is said to bring bountiful luck once an arc.
|Ring of Reversal||300|
A ring that can bring your character back from the dead. One ring per character. This ring may only be purchased one time and shatters when used to revive.
|Ships' Biscuit||5|| |
A small, tasteless biscuit which, once eaten, provides the amount of sustenance needed for 3 trials. A boon to travelers because of the size and lack of preparation. These are especially useful on long sea voyages. Each biscuit has one use only, must be eaten, and doesn't work on yludih. [Credit: Faith]
|Ring of Paradim||500|
The Ring of Paradim is a slick and unassuming small band of steel that always fits whoever wears it. The ring dissolves all witchmarks, brands, and mutations (everything short of a Revelation) on someone tainted by magic. However, the ring also seals the spark and cuts off the mage's ability to use all magic. When the ring is taken off, the connection to the spark is muddled but is fully restored within three trials. From the first to third trial, all magic cast will be sloppy, unstable, and deeply weakened 'til the effects wear off. A mage is better off not casting at all during the three trials. The removal of the ring also immediately reveals the witchmarks, brands, and mutations. This ring cannot be used with Schism, or on Stonehearts and Revealed mages. The use of the ring will end any ongoing active magical effects a mage has. [Credit: Sayren]
This item is either a dress or a two-piece suit (shirt/blouse + pants/skirt). It can change appearance twice per trial, but can never deviate from its original design (ie. a duplicity dress can only shift into other types/colors of dresses). The wearer only has to picture what they wish to be wearing in order to activate the item. When the item changes appearance, it can look like anything from rags to a ballgown and can be any color(s) the wearer imagines. It will never be warmer or cooler and will not add any other advantages. If purchased as a two-piece suit, both pieces must be worn simultaneously to work. Damage to the fabric renders the item useless. [Credit: Faith]
|Fallen Star Staff||75|
A fist-sized rock attached to the end of a wooden staff. It looks regular and unsuspecting until darkness comes. The rock glows with the light of a campfire, driving back the shadows of night and illuminating the traveler's path. [Credit: Sayren]
A pair of boots that allows the user to run twice as fast, but also tires them out just as quickly. x2 speed + x2 tiredness. Useful for covering short distances quickly. [Credit: Sayren]
A short sword that cannot take a life. When swung, the blade will direct itself around vital spots like it has a will of its own, guiding the wielder's hand. Used purely for self-defense and for the defense of others. One can have confidence while defending that their strike will not kill, even if they are trying to. [Credit: Sayren]
|Life Giving Ring || 300 || |
A silver band with a simple sapphire inlay. Truly a selfless healer's ring. This ring absorbs the lifeforce of its wearer one trial at a time for each trial that it's worn, which effectively ages the wearer at twice their normal speed. The life energy is saved within the sapphire stone and can be used by the wearer when the situation calls for it. The ring's true power lies in its life-giving properties. The wearer can tap into the stored life in order to give it to another living being. When imparted, the life force is channeled into wounds, fractures, breaks, etc. and ages the injury one trial at a time until (a) it is completely healed, (b) the sapphire stone runs out of energy to give, or (c) the wearer of the rings wills the flow to stop. This ring works on physical injury and sickness, but cannot aid illness of the mind. This ring cannot impart extra trials of life to another being. If it is used on a person who is completely cured or not injured to begin with, they will only feel a bit more energy than usual. Can only be used on living beings. Immortals, Mortal Borns, and the undead cannot use the ring. [Credit: Sayren]
|Cavani’s Cloak || 75 || |
This cloak shimmers a soft color in complete darkness that echoes that of the wearer’s aura. While this item does little to protect against weapons, its strange ability to heat an individual up or cooling them down (depending on the season) makes it an interesting keepsake.
|Perfection In A Bottle || 60 || |
Edasha in a bottle. Some claim this vial of pink liquid is made with tears of beauty from the Immortal herself. Whatever option you choose, it lasts for a full season and is such a radiant brilliance, others find natural attraction to that selected feature. You may choose from one of the options available: Perfect Skin, Perfect Teeth, Perfect Hair, Perfect Physical Build, Perfect Voice.
|Elemental Hands || 250 || |
A glove/gauntlet made from intricately placed golden metal plates or golden metal wiring. Both are adorned with gemstones placed within the centers that have been blessed with power. This power is of a specific element: Wind, Fire, Earth, Water. Though Elemental Hands controls elements, they may only control one specific element and may only perform one ability of that element. This is a one-time purchase. (Ability must be submitted to the Prophet Support Forum for approval upon purchase of item, it must coincide with selected element, and must not be overpowered.)
|Metal Morph || 100 || |
The size of a marble, this metal is able to morph into anything you wish. It cannot materialize new metal, therefore you may only create items that are small-sized or tinier. If you attempt to make a dagger, it will look like a letter opener, and so on… The metal stays morphed until the wielder wishes its shape changed. The shape can only be changed by the person who purchased the metalmorph.
|Elemental Illusions || 30 || |
This is a design element that may be applied to any armor/outfit/weapon to give it one of the following appearances: Frost Coverage, Molten Rock Coverage, Heat Wave Coverage, Water Ripples Coverage, Lightning Ripple Coverage, Flower-Vine-Moss Coverage, Light Glow Coverage, Shadow Coverage. Coverage means that the element is covering the surface of the armor/weapon. These effects are permanent, and may not stack, meaning you may only use one element per armor.
|Bag of the Dead || 100 || |
Need to hide a corpse? Chop it up and shove it in this bag. Whatever dead thing goes inside will disappear into the void without a trace (must be organic matter). Otherwise, the bag looks typical in every way. Living things will not fit within the bag, but their limbs might! Things that disappear within the Bag of the Dead cannot be reclaimed. Once it is gone, it is gone forever. The bag may be used a maximum of four times per season.
|Engraving Quill || 10 || |
A character may scribe onto any surface with this quill.
|Cloak of Hiding || 200 || |
Any weapons or valuables tucked within this cloak will not be found by anyone attempting to search for it, as long as they are small enough to hide within a cloak and light enough to carry. The only one who may find the items is the character who hid them. The cloak will not hide a person.
|Kindred Bracelets || 30 || |
When two people are wearing one of these bracelets each they are always aware of when the other is in life-threatening danger.
|Master's Ring || 30 || |
This ring causes a faint tingling sensation whenever one of the wearer's employees, servants or hirelings is planning to betray them in some way.
|Coin Purse || 30 || |
Any amount of coin may be placed into this small pouch. The coin can be retrieved at any time by announcing into the pouch how much is required. This will even cause larger coins to be converted into change for specific amounts.
|Echo Boxes || 300 || |
A pair of boxes. When an item is put in one and the box sealed, whatever is placed there will appear in the other box exactly 1 trial later. Distance is not an issue for these as they utilize the same effect as their counterparts, the echo scroll. Sending an item takes a full trial, and living creatures may not be sent through the box. If the "sending" box is opened during this time, the process needs to begin again. The box size is a 1-foot cube. [Credit: Faith]
|Youthening Elixir || 100 || |
A special rejuvenating elixir that can reverse the aging process! Once imbibed, the drinker may reverse the aging process by up to 3 arcs.
|Physical Mutation || 250 || |
The player may design single mutation that manifests physically. This cannot confer any extra abilities but is only for show. (such as bunny ears, a fluffy tail, etc.). Mutation must be psf'd, and should be included in a story where it's gained.
|Mental Mutation || 200 || |
The player may design a single mutation that affects their mind/emotional state. This does not confer any extra abilities or skills, but may be used as a way of justifying a major change in your character's mental state. Mutation must be psf'd and should be included in a story where it's gained.