- Lore
- The Fire Dragon 119 is a ritual instrument crafted by the “Voice-Walkers” of Southern Saṃsāra, a sect that believes the spirit’s “Call” is loudest when the body is tested by fire. During the height of the Fire Dragon Festivals, these heralds walk the coals not in silence, but in a continuous, rhythmic chant that synchronizes with the popping of the embers.
- The item is a throat-gorget made of heat-treated river-clay ceramic, shaped to mimic the segmented neck-scales of a juvenile fire-drake. Inside the ceramic housing, copper-vein circuits are etched to follow the path of the laryngeal nerves. It was designed to amplify the spiritual “Call” of a tier 1 avatar, allowing them to project their voice through thick steam, monsoon rains, or the chaotic roar of a festival crowd. In the “sellers’ market” of the island countries, these are often sold to caravan leaders and ritual announcers who need their instructions to be heard above the environmental “static” of Saṃsāra.
- Detailed Stats
- Tier: 1
- Rarity: Common
- Slot: Neck
- Weight: 0.5 lbs
- Value: 14 Silver (Price varies by ±15% based on the resonance quality of the ceramic and current festival season).
- Material: Resonant river-clay ceramic, sand-forged bronze clasps, copper-vein acoustic conduits.
- Durability: 12/12 (Ceramic is prone to cracking if subjected to extreme physical blunt force).
- Multiple Passives Magic
- Acoustic Heat-Sync: The gorget absorbs the ambient heat from the wearer’s neck and the surrounding air to power its acoustic filaments. While the wearer is standing on heated surfaces (like festival coals) or in high-temperature environments, their voice naturally carries twice as far without additional effort, gaining a +1 bonus to Charisma (Performance) checks involving singing or chanting.
- Laryngeal Buffer: The copper circuits provide a steady, warming vibration to the throat muscles. This prevents vocal strain and ensures the wearer cannot be silenced by environmental “Cold” effects or magical dampness that would normally cause hoarseness or loss of voice.
- Multiple Activable Magics
- The Ember-Call (3/day):
- Activation: The wearer places a hand on the gorget and speaks a command in the Ancient Language: “Sheng-Long-Zhao.”
- Effect: For 10 minutes, the wearer’s voice takes on a metallic, draconic resonance. Their “Call” can be heard clearly up to 500 feet away, even through magical silence (Tier 1) or deafening noise. Allies who hear the Call gain a +1 bonus to their next Willpower save against Fear.
- Soot-Cloud Vent (1/long rest):
- Activation: The wearer exhales a sharp, forced breath while focusing their Mind’s Eye on the bronze clasps.
- Effect: The gorget vents a small, pressurized burst of hot steam and black soot from the side segments. This clears any “Choked” or “Strangled” status from the wearer and creates a momentary 5-foot obscuring cloud around the wearer’s head, providing a brief window for a tactical retreat or hidden communication.
- The Ember-Call (3/day):
- Specific Slot
- Neck: Worn as a fitted gorget; compatible with light armor or ritual robes, but cannot be worn simultaneously with heavy plate neck-guards.
- Tags
- Fire-Dragon, Vocal-Augmentation, Tier-1, Common, Acoustic-Resonance, Throat-Gorget, Sound-Projection, Ritual-Ceramic, Steam-Vent, Signal-Call, Draconic-Voice, Southern-Festival-Tech, Copper-Circuitry, Vocal-Projection, Laryngeal-Sync, Acoustic-Buffer, Resonance-Chant, Ember-Herald, Signal-Call, Thermal-Frequency, Copper-Acoustics, Southern-Ritual, Spirit-Voice, Tier-1-Utility
Acquisition of the Fire Dragon 119 of the Resonant Ember-Herald
- Obtaining a Fire Dragon 119 typically requires an avatar to seek out the nomadic “Voice-Walker” enclaves during the preparation weeks of a Southern Saṃsāra festival. These artisans rarely stay in one place, moving with the ritual calendar.
- An avatar might be awarded this gorget after performing a “Vocal Purge” ceremony, where they must shout down the roar of a localized steam-cyclone using only their natural breath before the copper circuits are fitted to their specific laryngeal frequency.
- Because this is a common item of the first tier, it is frequently found in the kits of traveling town criers, junior ritual announcers, or merchant-caravan lead-scouts who must signal across vast, windy dunes.
- In the “sellers’ market” of Saṃsāra, these items are occasionally scavenged from the silted remains of ancient amphitheaters or the wreckage of herald-ships that ran aground during monsoon season.
- To ensure the item is functional, a seeker must place their thumb against the center scale-segment; a healthy gorget will produce a sympathetic vibration that tickles the throat of the holder, indicating the copper-vein conduits are active.
Acoustic Ateliers and Ritual Oratory Shops
- These refined establishments are located in the cultural or theater districts of major metropolitan hubs, often identifiable by the lack of exterior windows to keep the internal acoustics perfectly silent.
- The Fire Dragon 119 is sold here as a “Herald’s Essential,” displayed on velvet-draped busts of famous orators to showcase the segmented ceramic scales.
- The shopkeepers are usually masters of rhetoric or retired festival chanters who will demand the buyer demonstrate a “Commanding Presence” before they agree to calibrate the bronze clasps.
- The purchase cost in a prestigious atelier typically ranges from 18 to 22 gold coins, which includes a custom fitting to ensure the copper filaments align perfectly with the wearer’s neck anatomy.
- Selling the item to these shops requires proof of its ritual purity; a merchant may offer 9 to 11 gold coins if the resonance is clear and the river-clay shows no signs of thermal stress-cracks.
High-Noise Industrial Supply Depots
- Found in the soot-heavy dockyards or near the massive geothermal steam-vents of mining colonies, these shops are loud, utilitarian, and prioritize function over aesthetic beauty.
- The gorget is sold here as a “Safety-Call Collar,” valued primarily for its ability to cut through the deafening noise of hydraulic hammers and hissing steam-pipes.
- Buying in these depots involves navigating aisles of heavy brass valves and iron-wrought tools; the item is often sold in simple wooden crates without the ritual ornamentation found in the cities.
- The cost is generally stable at 14 gold coins, as these merchants prefer steady turnover over the aggressive price-gouging common in more artistic districts.
- Selling to an industrial supplier is a clinical transaction; they will offer 6 to 8 gold coins provided the “Soot-Cloud Vent” mechanism is fully pressurized and the bronze hasn’t been corroded by salt-spray.
Traveling Festival Tents and “Buyer Beware” Bazaars
- These temporary stalls are erected during regional Fire Dragon Festivals, characterized by bright banners, the smell of roasting meats, and the constant sound of rhythmic chanting.
- The Fire Dragon 119 is marketed as a “Voice of the Dragon,” sold to pilgrims and junior celebrants who wish to amplify their spiritual “Call” during the coal-walking ceremonies.
- The atmosphere is a chaotic “sellers’ market” where the price can shift by the hour based on the size of the crowd and the intensity of the festival spirit.
- The cost can fluctuate wildly, from 12 gold coins during the festival’s opening to as high as 25 gold coins just before the main event when demand for amplifiers peaks.
- Selling here is a test of the avatar’s own bartering skills; a festival merchant might offer 5 to 12 gold coins, often trying to trade for other ritual trinkets rather than hard currency.
Subterranean “Echo-Chamber” Pawnbrokers
- Located in the deep silt-caves or the lower levels of mining megacities, these shops cater to those who operate in environments where sound is distorted or muffled by the weight of the earth.
- The lens is sold as a “Tunnel-Talker,” essential for communication between scouting parties in the dark, echo-heavy labyrinths of the underworld.
- Buying here is dangerous and secretive; the item is often retrieved from a steam-locked safe and may have been previously used by informants or “spooks” of the deep-silt gangs.
- The cost is often a flat 16 gold coins, with the pawnbroker rarely entertaining haggling unless the buyer has valuable information to trade.
- Selling to these subterranean brokers is often a “no-questions-asked” affair; they may offer 7 to 9 gold coins, but the avatar should be wary of the item’s previous history.
Roleplay Applications of the Fire Dragon 119 in Diverse Environments
High-Altitude Zeppelin Hangars and Pressurized Gondolas
- Defensive Roleplay: During a “Sky-Freeze” event where the exterior hull begins to shatter under ice-pressure, the howling wind normally drowns out all human speech. The avatar activates the “Laryngeal Buffer,” preventing their throat from seizing in the sub-zero temperatures. They use the amplified resonance to shout stabilizing commands to the crew across the 200-foot hangar, ensuring the gas-valves are turned in perfect synchronization despite the deafening roar of the gale.
- Offensive Roleplay: While repelling an aerial boarder on the narrow catwalks of a gas-bladder, the avatar utilizes “The Ember-Call.” By focusing their Mind’s Eye on the glowing copper-veins, they let out a metallic, draconic shout directly at the attacker. The sheer physical force of the sound, vibrating at a frequency that matches the zeppelin’s structural bronze, disorients the boarder, causing them to lose their footing on the slick metal while the avatar’s allies are emboldened by the resonant authority of the command.
Subterranean Mining Megacities and Dark Silt-Caves
- Defensive Roleplay: Navigating a “Void-Pocket” where the air is thin and sound is swallowed by damp basalt, the avatar relies on the “Acoustic Heat-Sync.” The heat from their own exertion powers the gorget, allowing their voice to cut through the oppressive silence. If a swarm of “Silt-Creepers” attempts to surround the party, the avatar uses the “Soot-Cloud Vent.” The sudden burst of pressurized steam and black soot chokes the creatures’ sensitive gills and provides a visual screen, allowing the avatar to whisper directions to their companions that the creatures cannot hear over the hiss of the vent.
- Offensive Roleplay: Confronting a rival scavenger in the echoing “Chamber of Whispers,” the avatar initiates “The Ember-Call.” The draconic resonance causes the loose silt and pebbles on the cavern ceiling to vibrate and fall. By chanting in a specific rhythmic pattern, the avatar uses the amplified sound to mask the footsteps of their companions as they flank the scavenger, ultimately ending the confrontation with a final, booming shout that shatters the scavenger’s ceramic lantern, leaving them in total darkness.
The Serene Dunes and Open Volcanic Flats
- Defensive Roleplay: Walking across the “Glass-Sands” during a solar-flare event, the environment is a shimmering haze of heat. While the heat would normally dry out a traveler’s throat, the “Laryngeal Buffer” keeps the avatar’s vocal cords supple and hydrated through thermal regulation. If a “Sand-Viper” strikes from beneath the dunes, the avatar triggers the “Soot-Cloud Vent” as a reactive shield, the hot steam confusing the viper’s heat-sensing pits and the soot masking the avatar’s scent as they leap to safety.
- Offensive Roleplay: During a “Trial of the Voice” in a nomadic camp, the avatar must command a herd of stubborn “Cinder-Beasts” through a field of burning coals. Activating “The Ember-Call,” the avatar feels the internal warmth of the gorget stabilize their diaphragm. They roleplay the intense focus of the “Voice-Walker” tradition, their throat glowing with a rhythmic orange pulse. The draconic authority in their voice compels the beasts to move with uncharacteristic discipline, demonstrating the avatar’s spiritual superiority to the gathered tribes.
Coastal River-Port Districts and Industrial Docks
- Defensive Roleplay: In the rain-slicked docks of a Great Khet River port, the avatar finds themselves pinned against a stack of heavy shipping crates by a local dock-gang. To escape the “Strangled” status caused by a thick industrial smog, they trigger the “Soot-Cloud Vent.” The steam eruption clears their airway and creates a momentary screen of white vapor and black ash, providing the few seconds of distraction needed to shout a signal to the port authorities that can be heard even over the rhythmic thumping of the nearby hydraulic presses.
- Offensive Roleplay: While engaging in a “Dock-Worker’s Brawl,” the avatar uses the “Ember-Call” to coordinate their allies. Every command given carries a weight of command that makes it impossible for the opposition to ignore or talk over. The roleplay emphasizes the clinical precision of the “Call,” as the avatar targets the opponents’ morale, their voice booming with a metallic edge that vibrates the very crates the gang members are hiding behind, forcing them into the open where they can be apprehended.

Perception of Activation:
User’s Perspective
- Sight: When the gorget is active, the user’s vision is subtly tinted with a warm, amber hue. The segmented ceramic scales appear to turn semi-transparent, allowing the user to see the copper-vein circuits as a glowing network of orange light. During the Soot-Cloud Vent, the world is momentarily replaced by a swirling, high-contrast cloud of black particles and white steam, though the user’s own eyes remain unaffected by the “Blinded” status.
- Sound: The user experiences a profound internal resonance. Every word they speak feels like it is vibrating through their jaw, skull, and chest cavity with the power of a subterranean tremor. There is a faint, rhythmic thrumming sound—similar to a large hive of bees—that persists as long as the copper circuits are active. The Soot-Cloud Vent sounds like a sudden, pressurized thump followed by a sharp, cooling hiss.
- Touch: A comforting, localized heat envelops the neck, reaching a steady temperature that prevents any sensation of external cold. The user feels a gentle, rhythmic pulsing against their carotid artery, as if the gorget is “breathing” in time with them. There is a noticeable sensation of vocal “lightness,” where projecting the voice to a roar feels as effortless as a whisper.
- Smell: The user is greeted by the sharp, clean scent of ozone mixed with the earthy, rich aroma of sun-baked river clay. When the Soot-Cloud Vent is triggered, this is replaced by the potent, nostalgic smell of charred festival-wood and hot, wet steam.
- Taste: A distinct, metallic tang—reminiscent of copper—manifests on the back of the tongue, which serves to sharpen the user’s focus and clear any “Choked” or “Strangled” sensations.
Observer’s Perspective
- Sight: Observers see the wearer’s throat ignite with a fierce, orange-gold radiance that traces the path of the laryngeal nerves. The ceramic scales pulse with light that intensifies whenever the wearer speaks. If the vent is used, a 5-foot eruption of thick, grey steam and black soot bursts from the sides of the neck, momentarily veiling the wearer’s head in a dramatic, ritualistic cloud.
- Sound: The user’s voice becomes unnaturally loud and carries a metallic, vibrating quality that seems to come from the air itself rather than just their mouth. Nearby individuals feel the sound as a physical pressure against their own chests. The Soot-Cloud Vent produces a startling pop and a loud hiss, like a steam engine releasing excess pressure.
- Touch: Anyone standing within the 5-foot radius of the vent feels a wave of moist, intense heat and a gritty, ashy residue that stings the skin slightly.
Extra-Sensory Perceptions
- Acoustic Mapping: The avatar gains a mental “blueprint” of the surrounding environment based on how their voice echoes off surfaces. They can sense the dimensions of a room or the presence of large hidden objects in the dark through the “rebound” of their own resonant calls.
- Vocal-Cord Clarity: The user perceives the health and tension of their own vocal apparatus as a series of glowing geometric lines in their Mind’s Eye. They know exactly how much “spiritual pressure” they can apply before risking vocal strain.
- Harmonic Synchronicity: The avatar feels a sympathetic vibration in their gorget when other Fire Dragon items are active nearby, allowing them to sense the presence of fellow ritualists even if they cannot see them.
Positives
- Allows for absolute communication clarity in environments where sound is normally suppressed or distorted (underwater, vacuum-hulls, or heavy storms).
- Provides an immediate, non-lethal defensive screen that clears debilitating respiratory or ocular status effects.
- Grants a spiritual authority that makes it significantly easier to rally panicked allies or Intimidate smaller creatures.
Negatives
- The brilliant orange glow and loud, draconic resonance make the user impossible to ignore, effectively ending any attempts at stealth or subtlety.
- Overuse of the “The Ember-Call” can cause the ceramic to overheat, potentially leading to “thermal-bruising” or minor burn damage to the wearer’s neck if not properly vented.
- The soot residue from the vent is messy and difficult to clean from fine ritual robes or hair, often leaving the user looking as though they have just emerged from a coal-fire.
Recipe for the Fire Dragon 119 of the Resonant Ember-Herald
Materials Needed
- Two curved slabs of translucent Riverbend Sate river-clay (approx. 0.25 lbs each) to form the segmented neck-scales.
- Four ounces of refined sand-forged bronze to cast the interlocking clasps and side-venting segments.
- Three grams of high-purity copper magic-circuit filaments for the acoustic-resonance network.
- One vial of Zaf-Amra scale paste to act as a thermal adhesive and laryngeal synchronization agent.
- Two strips of cured fire-drake leather for the interior collar lining to prevent direct conduit heat from blistering the neck.
- One low-grade mana-boost steam crystal (crushed) to provide the pressurized propellant for the Soot-Cloud Vent.
Tools Required
- High-pressure silt kiln (Renaissance-grade) with a precision acoustic-tuning fork for tempering resonant ceramic.
- Micro-steam soldering iron for the delicate placement of copper filaments along the laryngeal nerve paths.
- Diamond-tipped precision engraver calibrated to 119 Hz for etching the segmented micro-Khet-Line runes.
- Anatomical brass stencil (throat and larynx map) to ensure the copper-vein conduits align with the wearer’s vocal apparatus.
- Small mechanical bellows and a quartz-lined crucible for melting the sand-forged bronze.
Skill Requirements
- Alchemical Forging: Trained (DC 13) – Necessary to temper the river-clay so it vibrates at the correct harmonic frequency without shattering.
- Acoustic Alignment: Trained (DC 14) – Required to precisely map the copper conduits to the biological pathways of the wearer’s throat.
- Steamcraft Calibration: Basic (DC 10) – Needed to set the tension on the side-vent segments for the soot-purge system.
- Medical Knowledge (Anatomy): Basic (DC 10) – Knowledge of the laryngeal nerves is required to lay the stencils correctly.
Crafting Steps
- Prepare the Resonant Scales: Knead the Riverbend Sate river-clay until all air pockets are removed. Flatten into thin, scale-like segments and use the anatomical brass stencil to lightly press the map of the laryngeal nerves into the damp clay.
- Laying the Acoustic Conduits: Meticulously place the copper magic-circuit filaments into the depressions made by the stencil. Secure the filaments using a thin layer of Zaf-Amra scale paste, ensuring the copper follows the vocal-cord paths exactly.
- Bronze Casting: Melt the sand-forged bronze in the quartz-lined crucible. Cast the interlocking clasps and the side-venting segments directly onto the edges of the clay scales, allowing the cooling metal to “bite” into the ceramic for a permanent mechanical bond.
- Kiln Firing and Tuning: Place the assembly into the silt kiln. Raise the temperature to 1,750°F. During the firing, the crafter must strike the acoustic-tuning fork (119 Hz) against the kiln wall. The vibration must transfer through the heat to ensure the ceramic vitrifies in a state of permanent harmonic resonance.
- Rune Etching and Frequency: Once cooled, use the diamond-tipped engraver to etch the micro-Khet-Line runes into the bronze clasps. The engraver must be kept at a steady 119 Hz to ensure the gorget resonates with the spiritual “Call” of a tier 1 avatar.
- Interior Lining: Attach the cured fire-drake leather strips to the underside of the gorget using the remaining scale paste. This creates a thermal barrier that prevents the copper conduits from burning the wearer’s skin during a full-volume Ember-Call.
- Soot-Vent Integration: Pack the crushed mana-boost steam crystal dust into the small reservoirs located within the side-venting bronze segments. Calibrate the release valves so they trigger only when a sharp, intentional breath is exhaled while focusing the Mind’s Eye.
- Vocal Synchronization Test: The crafter must don the gorget and perform a sustained, low-frequency hum. If the copper conduits begin to glow in time with the vibrations of their throat, the item is successfully attuned.
Mossy Slate-Etchings Regarding Throat-House
In the ancient-before-the-sun-was-bright, when the world-words were still being written in the soft-river-mud and the sky-gas was heavy like the wet-wool, there was a great-noise of the “Silent-Damp” between the People of the High-Wind and the People of the Low-Valley. The translation-marks are very broken and greasy here, but it speaks of a “Vocal-Stifling” that had entered the throat-meat and the lung-bags of the many-souls. The people were trying to give the “Warning-Cry” and the “Ritual-Song,” but their voices were like the “Dying-Embers” and their breath was moving like the “Choked-Silt.” Because the “Sound-Friction” was failing and the sky-rain was washing the words away, the people were always in a state of the “Big-Quiet-Panic.”
There was an elder-voice-maker named Zhao of the Resonant-Segment. The old-scratchings are very confused on this point—some say Zhao was a ghost of a bell-clapper, others say a creature made of copper-wires and river-clay, but all agree the “Mind-Eye” of Zhao could see through the skin-curtain to the “Sound-Pipes” and “Laryngeal-Strings” underneath. Zhao looked at the heralds of the Southern-Festival-Docks, who were losing their “Call-Authority” because the industrial-smoke and the cold-damp had taken their vocal-strength.
Zhao said to the empty-haze, “I shall bake the Neck-Wraps of the Fire-Dragon-Festival, but they shall not be for the heavy-armor. They shall be for the Spirit-Call-Optimization.”
First, Zhao gathered the “Singing-Mud,” the translucent-river-clay that lets the vibration-ghosts pass through. Then Zhao took the “Acoustic-Conduits-of-the-Lesser-Dragon,” the copper-veins that carry the “Heat-Electricity-of-Sound.” But this was only the “Shell-of-the-Tool.” Zhao needed the “Map-of-the-Resonance.” Zhao found a “Spirit-of-the-Coal-Chant,” a memory of a time when the people knew the names of every “Muscle-String” and “Blood-Pipe” in the neck-house.
Zhao took the “Anatomical-Stencil” and pressed it into the soft singing-mud. The translation becomes very slow and repetitive here, describing the “One-Hundred-Nineteen-Precision-Lays” and the “Nine-Thousand-Soldering-Breaths.” Zhao had to lay the copper-veins exactly over the “Laryngeal-Nerve-Paths” of the throat-meat. If a wire was pushed even the “Width-of-a-Hair” to the left-side or the right-side, the gorget would cause the “Great-Choke-of-Agony” instead of the “Resonance-of-the-Dragon.”
For eleven moon-cycles, the singing-mud was in the “High-Pressure-Kiln.” Zhao did the “Chant-of-the-Vocal-Flow.” This song tells the throat-water to stay at the “Ninety-Eight-Degree-Comfort” and never turn to the “Slushy-Ice-Hoarseness.” The elder-maker spoke the Ancient-Language syllables—”Sheng-Long-Zhao”—over and over while striking a bronze-tuning-fork against the kiln-teeth. When the gorget was pulled from the heat-box, it was clear like the “High-Sky-Water,” showing the glowing orange-map of the “Acoustic-Veins” inside.
Then began the “Binding-of-the-Bronze.” Zhao took the “Sand-Forged-Clasps” and the “Steam-Crystal-Dust.” Using the “Sticky-Scale-Paste” of the Zaf-creatures, Zhao fastened the metal-teeth to the ceramic-skin. The translation says that at the frequency of the One-One-Nine vibrations, the gorget finally “Gave-the-Resonant-Sigh.” The micro-runes were scratched by the diamond-point, and the “Ember-Call” was locked inside.
The ancient-leaves conclude that Zhao walked to the “Great-Stormy-Harbor,” where the workers were drowning because the “Order-Cry” could not be heard over the “Screaming-Wind.” The port was going to fall into the “Deep-Wet” because the coordination was blocked. Zhao put the gorget on a young-crier and said the “Words-of-the-Vocal-Sync.” The crier’s throat began to glow with the “Anatomical-Fire.” The copper-veins pulsed like a “Living-Sun.”
The crier reached out with the “Optimized-Larynx.” The throat-meat became like the “Bronze-Bell” and the vocal-cords became like the “Dragon-Tendon.” With one “Great-Resonant-Shout,” the crier’s voice cut through the storm like a “Burning-Blade,” and the workers heard the “Path-of-Safety.” The people did the “Stomp-Dance” in joy. But the crier’s neck was so hot they had to do the “Breath-of-the-Purge.” A “Cloud-of-White-Vapor-and-Black-Soot” erupted from the side-segments, pushing the crowd back and making the air smell of “Sandalwood-and-Hot-Metal.”
The story-skin ends with a drawing of a throat holding a glowing sun-circle. The translator notes that the “Acoustic-Lines” are drawn with “Crushed-Rubies” and “Copper-Dust” and the parchment still feels “Warm-to-the-Palm” and hums when the reader speaks near it.
Moral of the story: When the “Spirit-Call” is muffled by the “Damp-of-the-World,” the maker who knows the “Path-of-the-Nerve” and the “Song-of-the-Resonance” can turn a “Weak-Whisper” into a “World-Command,” but one must always remember to “Vent-the-Soot” before the “Fire-of-the-Shout” burns the “House-of-the-Voice.”
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Crier’s Resonant Gorget
Stat Block:
- Item Type: Enchanted Artifact (Common)
- Sanity Cost: 0 to wear; 1 point to activate “The Ember-Call.”
- Magic Points: 3 (Recharges 1 per day at Helios-up)
- Armor: 1 (Neck only; the ceramic provides a small amount of physical protection).
Specific Game Mechanics:
- Passive – Acoustic Heat-Sync: The wearer gains a +10% bonus to Persuade or Appraise rolls when speaking in loud, crowded, or chaotic environments.
- Passive – Laryngeal Buffer: The wearer is immune to vocal-based debuffs caused by extreme cold or non-magical smoke inhalation.
- Active – The Ember-Call (1 MP): For 1d10 minutes, the wearer’s voice is amplified. Any Listen checks made to hear the wearer succeed automatically within 500 feet. Allies within 30 feet gain a Bonus Die on Sanity rolls to resist Fright-based effects.
- Active – Soot-Cloud Vent (1 MP): Reactive use. Instantly removes the Strangled or Choked status. Anyone attempting a physical grapple on the wearer’s neck takes a Penalty Die on their next combat roll due to the burst of hot steam.
Correct Syntax: This item occupies the Neck slot. If the wearer suffers a “Major Wound,” a Luck roll must be made; on a failure, the ceramic scales crack and the magic is lost until repaired.
Blades in the Dark
Unique Name: The Spark-Voice Collar
Stat Block:
- Quality: Tier I
- Load: 1 (Worn)
- Tags: Alchemical, Acoustic, Ritual, Durable.
Specific Game Mechanics:
- Passive – Voice of the Dragon: You have Potency when you Command or Sway a crowd or group of people using your voice in a loud environment.
- Passive – Thermal Regulation: You ignore the first level of Harm from environmental cold or “Soot-Lung” conditions.
- Active – The Ember-Call: Spend 1 Stress to make your voice carry across an entire district. This grants Increased Effect when signaling allies or intimidating a large group.
- Active – Soot-Cloud Vent: Spend 1 Stress to clear a “Choked” or “Blinded” consequence. The soot cloud provides Limited Cover for a quick escape or a stealthy repositioning.
Correct Syntax: This is a Special Item. During downtime, an artisan can use Alchemical Forging to restore the copper circuits if the item is damaged during a score.
Dungeons & Dragons (5th Edition)
Unique Name: Fire Dragon 119 of the Resonant Ember-Herald
Stat Block:
- Wondrous Item (Neck), Common (Requires Attunement)
- Weight: 0.5 lbs
- Rarity: Common
Specific Game Mechanics:
- Passive – Acoustic Heat-Sync: You have a +1 bonus to Charisma (Performance) checks that involve your voice. In temperatures above 100°F, this bonus increases to +2.
- Passive – Laryngeal Buffer: You have advantage on saving throws against effects that would cause you to be Silenced (non-magical) or against environmental effects that cause exhaustion from cold.
- Active – The Ember-Call (3 Charges/Day): As a bonus action, you can speak the command word “Sheng-Long-Zhao.” For 10 minutes, your voice can be heard clearly up to 500 feet away. While active, you have advantage on Charisma (Intimidation) checks made against creatures that can hear you.
- Active – Soot-Cloud Vent (1/Long Rest): When you are Grappled or start your turn with the Choked condition, you can use your reaction to vent steam. You automatically escape the grapple if the grappler is Medium or smaller, and the condition ends. A 5-foot-radius cloud of soot heavily obscures your space until the start of your next turn.
Correct Syntax: This item regains all charges daily at Helios-up. It occupies the Neck slot and cannot be worn with heavy plate gorgets.
Knave (2nd Edition)
Unique Name: Resonant Ember-Gorget
Stat Block:
- Slots: 1 (Worn)
- Armor: +1 (Neck only)
- Durability: 12/12
Specific Game Mechanics:
- Passive – Clear Voice: The wearer can always be heard over loud environmental noise. Add +1 to rolls for commanding hirelings or parleying with hostile groups.
- Passive – Warmth: The wearer is immune to the effects of extreme cold on their vocal cords and breathing.
- Active – The Call (3/Day): For one turn, the wearer’s voice is so loud it causes a check for morale in weak-willed enemies within 50 feet.
- Active – Vent (1/Day): Use an action to clear any “Choked” or “Blinded” effect. The steam burst deals 1d4 heat damage to anyone in melee range.
Correct Syntax: The item is made of Ceramic. If the wearer takes more than 10 damage in a single hit, roll 1d6. On a 1, the gorget takes 1 point of Durability damage.
Fate (Fate Condensed)
Unique Name: Resonant Ember-Gorget 119
Stat Block:
- Type: Minor Extra (Cost: 1 Refresh)
- Aspect: “The Voice of the Dragon’s Call”
- Skills: +1 bonus to Provoke or Rapport when projecting your voice in loud or chaotic environments.
Specific Game Mechanics:
- Passive – Acoustic Heat-Sync: You gain a +2 bonus to Create an Advantage with Rapport or Performance to inspire allies or command attention when the environment is loud, crowded, or intensely hot.
- Passive – Laryngeal Buffer: You are immune to situational aspects like “Hoarse Voice” or “Choking Smog” caused by environmental factors or non-magical smoke.
- Active – The Ember-Call: Once per scene, you can spend a Fate Point (or use a free invoke) to shout a command that is heard across the entire zone and any adjacent zones. This allows you to affect multiple targets with a single Provoke or Rapport action.
- Active – Soot-Cloud Vent: Once per session, you can clear a “Grappled,” “Restrained,” or “Choked” situational aspect. This creates a “Veil of Soot and Steam” aspect on your zone with one free invoke for your defense.
Correct Syntax: Invoke: Spend a Fate Point for a +2 or reroll when your authoritative “Call” is the primary factor in resolving a conflict or social encounter.
Numenera & Cypher System
Unique Name: The Herald’s Ember-Necklace
Stat Block:
- Level: 2 (Artifact)
- Form: A segmented ceramic gorget with glowing copper filaments.
- Depletion: 1 in 1d20.
Specific Game Mechanics:
- Passive – Vocal Enhancement: You are trained in all tasks involving Persuasion, Intimidation, or Public Speaking where volume and authority are required.
- Passive – Thermal Regulation: You have an asset on Might defense rolls against environmental cold or respiratory irritants like smoke or dust.
- Active – The Ember-Call (1 Intellect point): You project your voice with draconic resonance for one minute. During this time, you have an asset on all social tasks made to influence a group or crowd. Your voice can be heard clearly up to 500 feet away.
- Active – Soot-Cloud Vent (2 Intellect points): You release a burst of steam and soot. This ends a “Choked” or “Grappled” condition and increases the difficulty of all attacks made against you by one step for one round due to the obscuring cloud.
Correct Syntax: Action: Activating a power requires one action. Assets: The gorget provides one asset to Instruction or Leadership tasks when used during a festival or ritual.
Pathfinder (2nd Edition)
Unique Name: Fire Dragon 119 of the Resonant Ember-Herald
Stat Block:
- Item Level: 1 (Artifact)
- Price: 15 gp
- Usage: Worn (Neck); Bulk: L
- Traits: Invested, Magical, Evocation, Fire, Sonic.
Specific Game Mechanics:
- Passive – Acoustic Heat-Sync: You gain a +1 item bonus to Performance checks to sing or chant. This bonus increases to +2 if you are in a high-temperature environment or standing on heated ground.
- Passive – Laryngeal Buffer: You gain a +1 item bonus to Fortitude saves against environmental cold or inhaled toxins and smoke.
- Active – The Ember-Call [One-Action] (Frequency: 3/day): You speak the command word “Sheng-Long-Zhao.” For 10 minutes, you can be heard clearly at ten times the normal distance. You gain a +1 status bonus to Intimidation checks to Coerce or Demoralize groups.
- Active – Soot-Cloud Vent [Reaction] (Frequency: 1/day): Trigger: You are Grabbed or Restrained by a creature, or you become Suffocating. Effect: You attempt a new check to Escape with a +2 circumstance bonus. On a success, the condition ends and you are Concealed by a cloud of soot for 1 round.
Correct Syntax: Activation: Envision, Interact. Check: +1 item bonus to Diplomacy checks to Request in loud crowds.
Savage Worlds (Adventure Edition)
Unique Name: Resonant Ember-Herald Gorget
Stat Block:
- Rank: Novice (Common Item)
- Weight: 0.5 lbs
- Armor: +1 (Neck only; provides protection against called shots to the throat).
Specific Game Mechanics:
- Passive – Vocal Resonance: The wearer adds +1 to Persuasion, Intimidation, and Performance rolls that rely on their voice.
- Passive – Warmth: The wearer ignores up to 2 points of penalties from environmental Cold or smoke/respiratory hazards.
- Active – The Ember-Call: As a free action, the wearer may spend a “charge” (3/day). For the next 10 minutes, their voice carries across the battlefield. This allows the wearer to use the Command edge (even if they don’t have it) for allies within 50″.
- Active – Soot-Cloud Vent: As an action, the wearer makes a Spirit roll. On a success, they remove the Entangled or Bound condition if it involves a grapple on their neck/torso. This creates a Small Burst Template of smoke that provides Light Cover for 1 round.
Correct Syntax: Power Points: This item does not use Power Points. The “Ember-Call” effect cannot be used to cast spells, only to amplify natural speech.
Shadowrun (6th World)
Unique Name: Ember-Herald Vocal Focus
Stat Block:
- Item Category: Enchanted Clothing (Rating 1)
- Slot: Neck
- Availability: 3
- Cost: 2,200¥ (Reflecting the specialized river-clay and copper filaments)
Specific Game Mechanics:
- Passive – Acoustic Heat-Sync: The wearer gains a +1 dice pool bonus to Con or Influence tests that rely on vocal authority or performance. In “Hot” environments (Environmental Modifier), this bonus increases to +2.
- Passive – Laryngeal Buffer: The wearer ignores the first level of fatigue or damage from environmental Cold or non-magical smoke inhalation affecting the throat.
- Active – The Ember-Call (Minor Action): Spend 1 Edge to activate. For the next 10 minutes, the wearer’s voice is amplified to a booming roar. Any Perception tests to hear the wearer succeed automatically within 200 meters, and the wearer adds their Focus Rating (1) to any Intimidation tests.
- Active – Soot-Cloud Vent (Minor Action): Once per combat, the wearer can vent steam. This removes the Grappled status if the grapple involves the neck/shoulders and provides a -1 dice pool penalty to anyone attacking the wearer in melee for 1 combat turn due to the soot cloud.
Correct Syntax: The item must be Bonded (Karma cost: 2). While bonded, the wearer may add the Focus Rating (1) to any Social tests involving vocal projection.
Starfinder (2nd Edition / Playtest)
Unique Name: Fire Dragon 119 of the Resonant Ember-Herald
Stat Block:
- Level: 1 (Artifact)
- Price: 250 credits
- Bulk: L
- Usage: Worn (Neck)
Specific Game Mechanics:
- Passive – Acoustic Heat-Sync: You gain a +1 insight bonus to Culture and Diplomacy checks made to influence groups or perform rituals.
- Passive – Laryngeal Buffer: You gain a +2 circumstance bonus to saving throws against environmental cold and the Sickened condition caused by inhaled smoke or vapors.
- Active – The Ember-Call [One-Action] (Frequency: 3/day): You activate the copper conduits. For 10 minutes, your voice can be heard clearly up to 500 feet. During this time, you gain a +1 status bonus to Intimidation checks to Demoralize.
- Active – Soot-Cloud Vent [Reaction] (Frequency: 1/day): Trigger: You are Grabbed or Restrained. Effect: You attempt a check to Escape with a +2 circumstance bonus. On a success, you are Concealed by a cloud of soot until the end of your next turn.
Correct Syntax: This is a Hybrid Item (Magic/Tech). It requires a micro-battery (Capacity 5, Usage 1/Active Use) to maintain the acoustic filaments.
Traveller (Mongoose 2nd Edition)
Unique Name: Resonant Acoustic Gorget
Stat Block:
- TL (Tech Level): 10 (Specialized Ritual Tech)
- Weight: —
- Cost: Cr 1,200
- Required Skill: Art (Perform) or Persuade
Specific Game Mechanics:
- Passive – Vocal Projection: The wearer gains DM+1 to all Persuade or Leadership checks where voice volume or authority is a factor.
- Passive – Environmental Protection: The wearer is immune to vocal-based penalties from thin atmospheres or extreme cold.
- Active – The Ember-Call (Significant Action): Once per encounter, the wearer can boost their voice to be heard across several kilometers. For the next 3 rounds, they gain DM+2 to any Leadership checks to coordinate a crew or rally allies.
- Active – Soot Discharge (Significant Action): Once per day, the wearer can vent pressurized steam. This automatically breaks any physical grapple on the neck and provides DM-1 to all ranged attacks against the wearer for 1 round as a smoke screen.
Correct Syntax: Repairing the internal copper filaments requires a Electronics (Remote Ops) or Science (Physics) check at DM-2 if the proper acoustic-tuning fork is unavailable.
Warhammer Fantasy Roleplay (4th Edition)
Unique Name: Fire Dragon 119 Resonant Gorget
Stat Block:
- Type: Arcane Accessory (Neck)
- AP (Neck): 1
- Encumbrance: 0
- Traits: Durable, Loud, Ritual.
Specific Game Mechanics:
- Passive – Thermal-Sync: The wearer gains the Public Speaker talent (or increases it by 1) and a +10 bonus to all Entertain (Singing) and Leadership tests.
- Passive – Laryngeal Buffer: The wearer gains a +20 bonus to Cool tests to resist the effects of environmental cold or respiratory irritants.
- Active – The Ember-Call: As a free action, the wearer can activate the gorget. For the next 2 rounds, they gain the Command talent and a +10 bonus to all Intimidation tests. This can be used 3 times per day.
- Active – Soot-Cloud Vent: As a full action, the wearer can vent steam. This removes any Grappled or Entangled conditions involving the neck and grants a +10 bonus to Dodge tests for 1 round due to the obscuring soot.
Correct Syntax: The item is made of Ceramic and Copper. Use Trade (Artificer) or Lore (Acoustics) to repair the harmonic resonance if the item is damaged.
