Lore: When the first scattered communities appeared on Saṃsāra, they brought fragments of their old worlds with them: memories, traditions, and beliefs. One such group, hailing from a realm where nature spirits were revered in serene shrines, found themselves in a jungle teeming with a bewildering new magical ecosystem. The spiritual resonance of Saṃsāra was vastly different, a wild and untamed torrent compared to the gentle streams they knew. Their shrine maidens, the Miko, found their traditional rituals difficult to perform; the dances felt out of sync, the offerings seemed to go unnoticed by the world’s primal kami.
An elder Miko, during a long meditation, realized that the key was not to impose their old harmony upon the new world, but to find a new harmony within it. She observed that the flow of magic had a distinct hum, a series of tones that shifted with the magical weather. She began training her acolytes not in dance, but in song, teaching them to listen to the world’s pulse and match their voices to its eternal verse. To aid these novice choristers, the community’s artisans, guided by the Miko, created simple chokers. They braided cords dyed with the juice of a local crimson berry and set them with smooth, white river stones that had spent centuries bathing in the world’s ambient magic. These items, named the First Verse, did not grant great power, but acted as spiritual tuning forks, helping the wearer find their place in the grand chorus of Saṃsāra. As the community grew and its traditions spread, the creation of these chokers became a common practice for any who wished to learn the path of the chorister-Miko.
Description: This item appears as a simple, yet elegant choker. Two lengths of thick, scarlet cord have been expertly braided together to form the band. The material is soft to the touch but remarkably durable. At the center of the choker rests a single, perfectly smooth, ovular white stone, about the size of a thumbprint. The stone is cool to the touch and seems to absorb light, possessing a matte finish rather than a reflective sheen. It is set in place by the intricate braiding of the cord itself, with no metal clasp or setting. The choker fastens in the back with a simple, secure loop-and-knot system, also made from the same scarlet cord. When an avatar attunes to the item and channels their inner magic flow, the white stone emanates a very faint, warm, golden light and a barely perceptible vibration, like the hum of a distant choir.
Slot: Neck
Detailed Stats
- Resonance: +5
- Spiritual Attunement: +3
- Composure: +2
Passive Magic
- Perfect Pitch: The wearer’s mind is constantly aligned with tonal harmony. They can mentally or audibly reproduce any musical note or tone they hear with perfect accuracy. This allows them to seamlessly join any song, harmonize with any instrument, or identify subtle tonal shifts in the environment or in the speech of others. This effect is always active and requires no conscious effort.
- Soothing Presence: The wearer’s voice is imbued with a subtle, calming resonance. When speaking, humming, or singing in a non-aggressive manner, their voice helps to pacify the minds of those nearby. This does not compel action but can lower tensions in a negotiation, comfort a frightened creature, or make an audience more receptive to a peaceful performance. The effect is subtle and most effective on those who are not already in a state of high alert or hostility.
Activable Magic
- Purifying Note: The avatar focuses their magic flow into their voice and releases a single, sustained, pure note. This act requires concentration and a small expenditure of personal energy. The resulting soundwave washes over a five-foot radius area centered on the wearer. This wave of pure sonic energy cleanses the area of mundane foulness, such as dispelling bad odors, clearing stagnant air, or causing dust and grime to settle. It also dissolves minor spiritual taints, like the lingering feelings of unease in a room or the residue of petty spirits of mischief. This magic cannot cleanse deeply corrupted locations, remove curses, or affect corporeal entities.
- Verse of Warding: The avatar can begin a low, continuous chant or hum. This sustained vocalization creates a subtle barrier of harmonic resonance in a ten-foot radius around them. This ward is not a physical shield, but a spiritual one that repels minor, non-sentient spirits of annoyance and pests. For example, it might keep biting insects at bay, prevent mischievous sprites from tying knots in the wearer’s gear, or dissuade a ghost of sorrow from whispering discouraging words. The ward remains active only as long as the avatar continues to chant and concentrate. If they are silenced, take damage, or their concentration is broken, the verse fades and the ward collapses.
Tags: Common, Neck Slot, Miko, Chorister, Vocal, Purification, Warding, Support, Roleplay, Sonic, Harmonic, Cleansing, Utility, Social, Spiritual, Woven, Beginner, Focus
In the world of Saṃsāra, where magic infuses every aspect of life and trade flows between 73 island nations, the acquisition of an item like the Miko 108 of First Verse depends heavily on location, culture, and commercial context. Given its common rarity and specific purpose as a Tier 1 training tool for choristers, it is not found in every market but is accessible to those who know where to seek it. The currency on Saṃsāra is based on magically solidified light, with denominations of Glims (copper), Shards (silver), and Lumens (gold).
Shrine-Affiliated Stalls
This is the most common and authentic place to acquire a First Verse choker. In communities where the Miko tradition is practiced, particularly those nestled in regions with strong natural magic flow like ancient forests or along coastlines with vibrant underwater populations, the local shrines serve as the heart of the community. Attached to the shrine grounds, often near the main Torii gate or along the path leading to the worship hall, are simple, elegant stalls. These are typically run by Miko acolytes or laypersons dedicated to the shrine.
How it is Bought and Sold: The transaction here is less a commercial purchase and more a spiritual exchange. An avatar approaching the stall would be greeted with quiet respect. The Miko attendant would not simply sell the item but would explain its purpose, its connection to the kami, and the proper way to care for it, both physically and spiritually. They might ask the buyer about their intentions to ensure the item is going to a worthy individual. Haggling is considered deeply disrespectful. The item is often presented wrapped in a simple, clean white cloth.
Cost: The price is minimal, intended to cover the cost of the blessed materials and provide a small donation to the shrine’s upkeep. The cost would typically be around 80 Glims. The shrine’s purpose is not profit, but the propagation of their traditions and the support of their novices.
Urban Arcane Outfitters
In the bustling, multi-level metropolises and massive port cities that dot the island nations, one can find shops that cater to the near-endless demand for magical goods. These “Arcane Outfitters” or “Enchanter’s Emporiums” are the lifeblood for avatars gearing up for ventures into the wilderness or navigating political intrigue. These shops can range from cramped stalls in a massive bazaar level of a skyscraper to well-appointed storefronts with enchanted displays and steam-powered delivery systems.
How it is Bought and Sold: The process here is purely commercial. The shopkeeper, who might be a retired adventurer or a shrewd merchant with contacts across the islands, has likely acquired a stock of First Verse chokers through trade from a community that mass-produces them. The item would be displayed in a case or on a rack alongside other common-tier neck slot items. The shopkeeper would know its basic function—that it helps with singing and minor spiritual matters—but would lack the deep cultural context. The sale is quick, efficient, and impersonal.
Cost: The price reflects a significant markup due to transportation, the merchant’s overhead, and pure profit motive. A buyer could expect to pay between 8 to 10 Shards (the equivalent of 80 to 100 Glims, but priced in the higher denomination for convenience). There might be a slight room for negotiation, especially if purchasing other goods.
Traveling Merchant Caravans
The vast oceans and skies of Saṃsāra are traversed by countless traveling merchants. They move between island nations on steam-powered trading ships, Zeppelins, or even lead caravans of pack animals herded by Griffons. These merchants are a vital link for smaller towns, remote villages, and floating cities that lack permanent magic shops. They set up temporary stalls in town squares or sell directly from their airship’s cargo bay.
How it is Bought and Sold: Acquiring an item from a traveling merchant is an unpredictable experience. The merchant is a generalist, carrying everything from raw magical components to second-hand adventuring gear. They may have picked up a few First Verse chokers on their travels and might not see them again for years. The transaction is often informal, and bartering is common. A merchant might be more interested in trading the choker for local goods, a service, or a reliable map of the surrounding area than for currency.
Cost: The cost is highly variable and subject to the laws of supply and demand. If the merchant is in a town with no other source for such items, they might charge a premium of 12 Shards or more. Conversely, if they are nearing a major city where the item is more common and they wish to lighten their load, they might sell it for as little as 6 Shards.
Second-Hand & Relic Shops
In the grittier districts of large cities or in frontier towns that serve as hubs for exploring forgotten ruins, one can find shops dealing in used equipment. These establishments, sometimes called “Relic & Curio Shops” or pawn brokers, buy and sell the gear of avatars who have met an untimely end, upgraded their equipment, or fallen on hard times. These stores are often cluttered, dimly lit, and filled with items of questionable origin.
How it is Bought and Sold: The transaction is terse and based purely on perceived value. The shopkeeper likely has no idea of the item’s name or specific purpose, judging it only by its common magical aura and simple materials. It would be sold “as is.” An avatar buying a First Verse from such a place runs the risk that it was improperly cared for by a previous owner, potentially leaving its magical properties slightly dampened or misaligned until it can be purified and re-attuned.
Cost: This is often the cheapest place to acquire one for raw currency. The shopkeeper buys low and sells for a small, quick profit. An avatar could likely purchase a “Miko 108 of First Verse” for as little as 40 or 50 Glims. The low price reflects its used status and the lack of any guarantee of its perfect function.
The applications of the Miko 108 of First Verse in matters of defense and offense are indirect, relying on creative use of its spiritual and sonic properties rather than overt force. An avatar wearing this item acts less like a warrior and more like an environmental catalyst, subtly manipulating the world around them to protect their allies or hinder their foes. The effectiveness of these actions is entirely dependent on the avatar’s ingenuity and the specifics of the environment.
In the Crowded Corridors of a Steam-Powered Metropolis
The dense cities of Saṃsāra, with their towering skyscrapers, steam-pipe arteries, and millions of souls, present a unique battlefield of social friction and mechanical noise.
Defensive Roleplay An avatar and their companions turn a corner into a bustling market square and find their path blocked by an aggressive patrol of a merchant guild’s private security. The guards are accusing the party of trespassing in their territory, their hands resting on their weapons as a crowd begins to gather. Instead of drawing a sword, the avatar wearing the First Verse steps forward, holds up their empty hands, and takes a calming breath. They begin to speak, their voice enhanced by the Soothing Presence of the choker. They do not issue a challenge, but instead offer a placid greeting, their tone cutting through the din of the crowd. The avatar’s voice, imbued with a calming resonance, does not magically compel the guards, but it lowers their aggressive posture. The lead guard, who was ready for violence, finds his anger giving way to professional annoyance. The tension deflates from a physical confrontation to a verbal dispute, allowing for negotiation and de-escalation. The defense is the prevention of violence by transforming a hostile encounter into a conversation.
Offensive Roleplay The objective is to infiltrate a heavily guarded steam-works facility. The main entrance is watched by guards who are alert for any direct assault or magical intrusion. The avatar finds a position in an alleyway across from the facility, a place where the acoustic resonance is strong. Closing their eyes, they use Perfect Pitch to listen to the cacophony of the factory—the hiss of pressure releases, the clang of mechanical arms, the groan of gears. They identify the specific high-frequency tone of the primary steam-regulator alarm whistle. The avatar then takes a deep breath and sings a single, piercingly pure note that perfectly replicates that alarm frequency. Inside the facility, guards hear what sounds like a critical malfunction. Panic ensues as they abandon their posts to rush towards the regulator station, believing an explosion is imminent. This diversion, an offensive act of sonic subterfuge, creates the window for the avatar’s allies to slip through the now-unguarded entrance.
In the Spirit-Haunted Jungles and Forgotten Ruins
The wild jungles that cover many of Saṃsāra’s islands are places of ancient history, filled with crumbling ruins and teeming with spirits both benign and malevolent.
Defensive Roleplay After a long day of exploration, the party makes camp within the crumbling stone walls of an ancient jungle temple. As dusk falls, the air grows thick not just with humidity, but with a spiritual energy that feels mischievous and draining. The avatar knows that the party’s sleep would be plagued by minor spirits that whisper doubts, drain warmth from the fire, and tangle their gear. To defend the camp, the avatar sits near the fire and begins to employ the Verse of Warding. They chant a low, repetitive verse, a simple and monotonous melody. As the sound emanates from them, the choker around their neck glows faintly. The incessant, irritating buzz of spectral insects fades away. The unsettling shadows that seemed to dance just at the edge of the firelight recede. The oppressive feeling in the air lightens, replaced by a sense of calm. The party is able to achieve a truly restful sleep, preserving their strength for the day ahead.
Offensive Roleplay A monolithic, ancient guardian beast, far too powerful for the party to confront, blocks the only safe passage through a ruin. The party observes that the creature periodically drinks from a dark, stagnant pool of water at the center of its territory, a pool corrupted with centuries of negative spiritual residue. The avatar approaches the pool while the beast is away on its patrol. They stand at the edge and activate Purifying Note, chanting a clear, resonant tone that echoes over the water. The murky surface of the pool shimmers, and the foulest of the spiritual taint within the water is neutralized. When the guardian beast returns, it dips its head to drink but recoils with a snort of confusion and disgust. The water, its familiar source of corrupted energy, now tastes alien and clean. Unsettled by this violation of its lair, the territorial creature becomes agitated and abandons the location in search of a new, more suitable territory, clearing the path for the party without a fight.
In the Echoing Caves of the Underdark
Deep below the surface of Saṃsāra are vast networks of caves and entire megacities bathed in the glow of bioluminescent fungi. Here, sound and vibration are the dominant senses.
Defensive Roleplay The party must cross a chasm on a narrow, natural rock bridge. The rock of the bridge is covered in a strange, shimmering moss that releases mind-altering spores. Travelers who have tried to cross before were overcome with intense vertigo and paranoia, many falling into the darkness below. To defend against this environmental hazard, the avatar takes the lead. As they step onto the bridge, they begin to sing the Purifying Note. The pure tone washes over the rock and through the air, causing the spores to become inert and fall harmlessly to the ground. The moss itself recoils from the pure sonic energy, its shimmer dimming slightly. The psychoactive threat is neutralized, allowing the entire party to cross the treacherous bridge with clear minds and steady feet.
Offensive Roleplay A clan of subterranean creatures, blind but possessing hypersensitive hearing, blocks a critical tunnel. A direct fight in the echoing darkness would be to their advantage. The avatar, however, notices that the cave is filled with small, crystalline formations. Using Perfect Pitch, they identify the precise resonant frequency of one of these large crystals near the creatures’ position. They then begin to hum, carefully modulating their voice to match this frequency. At first, nothing happens. But as they hold the note, the crystal begins to vibrate, emitting a low hum that quickly rises in pitch to a deafening, disorienting shriek. For the creatures, this sonic assault is excruciating. They recoil in pain, clutching their heads and scattering in confusion, allowing the party to pass through the tunnel unharmed while their foes are incapacitated by the targeted sonic attack.

Perception of Activation:
Sight
- User’s Perspective: From the wearer’s point of view, the activation is almost invisible. If they were to look down, past their chin, they might catch the barest hint of a soft, warm, golden light reflecting on their skin just below their throat. If they are in complete darkness, the light is more noticeable, casting a gentle, localized glow sufficient to see the texture of their own clothing immediately beneath it, but not enough to illuminate their surroundings. It is a comforting, personal glow.
- Observer’s Perspective: An observer sees a simple, elegant scarlet choker. When the item is activated, the central white stone, previously matte and non-reflective, begins to emanate a faint, warm, golden luminescence. The light is not bright or startling; it is a subtle, internal glow that seems to be contained within the stone itself, making it look like a captured ember. In a well-lit room, an observer might not even notice the change unless they are looking directly at it. In dim light or darkness, the soft glow is more apparent, drawing the eye and giving the wearer a serene, focused appearance.
Sound
- User’s Perspective: The primary auditory perception for the user is an internal one. They perceive a low, resonant hum, not as an external noise entering their ears, but as a vibration deep within their own chest and throat, harmonizing with their own breathing and heartbeat. It feels like the foundational note of a distant choir is welling up from within. This internal sound helps to focus their thoughts and vocalizations. Externally, they may hear a very faint, almost sub-audible hum if they are in a completely silent environment.
- Observer’s Perspective: From an observer’s point of view, the choker is almost perfectly silent. If an observer is standing very close to the wearer in a place devoid of any other noise, they might just be able to perceive an incredibly faint, low-frequency hum, similar to the sound of a distant tuning fork. To most, even those standing nearby, the item’s activation is entirely soundless.
Touch
- User’s Perspective: Upon activation, the user feels two distinct sensations. The braided scarlet cord remains soft and neutral against their skin, but the central white stone begins to generate a gentle, steady warmth. It is not a burning heat, but a pleasant, soothing warmth that spreads across the skin beneath it, like holding a stone that has been resting in the sun. Accompanying the warmth is a barely perceptible, high-frequency vibration emanating from the stone, a physical manifestation of the internal hum they perceive.
- Observer’s Perspective: There is no tactile perception for an observer unless they physically touch the item. If they were to place a finger on the activated stone, they would be surprised to feel a distinct and steady warmth radiating from it, along with a subtle, thrumming vibration that confirms it is active with magical energy.
Smell
- User’s Perspective: For the user, the activation brings forth a clean, pure scent, reminiscent of fresh air after a cleansing rain or the smell of cool, wet river stones. It is an extremely subtle aroma, one that seems to clear the user’s sinuses and focus their mind. It is a personal scent that does not project far.
- Observer’s Perspective: An observer would not be able to smell anything from the activated choker. The scent is far too subtle and localized to the wearer to be detected from any distance.
Taste
- User’s Perspective: The user does not taste anything in the conventional sense. However, the activation creates a sensation at the back of their throat and on their tongue akin to the clean, metallic taste of fresh spring water or the feeling of ozone in the air after a lightning strike. It is a taste of purity that prepares the palate and throat for speech or song.
- Observer’s Perspective: There is no taste perception for an observer.
Extra-Sensory Perceptions
- Spiritual Attunement (User’s Perspective): The user feels a distinct shift in their spiritual awareness. It is like a previously closed channel has been opened, allowing them to feel the ambient magical flow of the environment more clearly. They can sense the presence of minor spirits, the emotional residue in a room, and the general spiritual “weather” of the location with greater clarity. It feels like their own spirit is harmonizing with the world.
- Spiritual Attunement (Observer’s Perspective): A magically sensitive observer would perceive the user’s spiritual signature, or aura, become more defined and coherent. While previously it might have been a diffuse cloud of energy, with the choker activated, their aura sharpens and resonates with a clear, stable, harmonic frequency. An observer capable of seeing such things would see the user’s aura brighten slightly and pulse in time with the faint hum of the item.
- Emotional Resonance (User’s Perspective): The user feels a sense of profound calm and focus wash over them. The anxieties and distractions of the moment seem to fade into the background, smoothed over by the item’s gentle resonance. It doesn’t erase their emotions, but it provides a stable foundation of composure from which they can act with greater clarity and intention.
- Emotional Resonance (Observer’s Perspective): An empathic observer, or one trained in reading body language, would notice a visible change in the user’s demeanor. Their posture becomes more centered, their breathing evens out, and any nervous fidgeting ceases. They project an aura of quiet confidence and peacefulness that can be subconsciously felt by those around them, which is the source of the item’s “Soothing Presence” passive ability.
Positives
- The activation is subtle and unobtrusive, making it ideal for situations where overt displays of magic would be inappropriate or dangerous.
- The sensory feedback is clear and multifaceted to the user, providing unambiguous confirmation that the item is active and functioning correctly.
- The gentle warmth, sound, and scent are calming and help the user focus their mind and voice for roleplaying in social or ritualistic encounters.
- For observers, the effect is minimal and non-threatening, preventing alarm and allowing the user to activate it without drawing unwanted attention in a crowd.
Negatives
- The extreme subtlety can be a drawback. The faint light is useless for illumination in anything but absolute darkness, and the quiet hum can be completely drowned out by environmental noise, potentially leaving the user uncertain of its status in a chaotic situation.
- While quiet, the hum is not completely silent and could be detected by creatures with exceptionally acute hearing, potentially betraying the user’s position during stealth.
- The gentle warmth, while pleasant in temperate or cold climates, could become an unwelcome source of additional heat and discomfort in a hot, humid jungle or a desert environment.
- The clearly defined spiritual signature, while a benefit for the user, could also act as a beacon to hostile spirits or magical predators that are specifically drawn to or feed on focused magical energy.
Artisan’s Guide: Crafting the Chorister’s Verse Choker
Materials Needed
- Primary Focus: One River-Smoothed Whitestone, roughly the size of a thumbprint. The stone must be naturally shaped and spiritually quiescent, showing no signs of prior enchantment or significant magical saturation.
- Binding Cord: One full spindle of Crimson Silkworm Thread. This thread, known for its durability and ability to hold subtle enchantments, must be of a consistent, deep scarlet hue.
- Purification Agent: A single flask of Sanctified Spring Water, drawn from a natural spring known for its spiritual purity and blessed under a full moon.
- Resonance Catalyst: A small, velvet pouch containing three pinches of finely ground Acoustic Crystal Dust, sourced from the singing caves found deep within Saṃsāra’s mountains.
- Spiritual Component: Three dried petals from a Sakura tree that has been cultivated on the grounds of a shrine or other consecrated space.
- Personal Attunement Locus: A small, sealed crystal vial containing the crafter’s own breath, captured at the apex of a focused, meditative chant.
Tools Required
- Weaving Frame: A small, sturdy wooden frame or loom designed for intricate braiding and knotwork. The frame should be in good repair, with no splinters or cracks that could snag the thread.
- Aural Tuning Fork: A tuning fork crafted from enchanted silver or brass, designed to resonate at the frequency of middle C. It is used to focus sonic energy during enchantment.
- Enchanter’s Basin: A shallow bowl made of ceramic or polished stone, large enough to fully submerge the whitestone focus. It must be free of any cracks or magical residue.
- Polishing Cloths: A set of soft, lint-free cloths made from felt or cotton for handling the components without imparting oils or impurities.
- A Consecrated Workspace: The crafting must be done in a quiet, isolated area free from abrupt noises, interruptions, and significant spiritual turbulence. Ambient noise can interfere with the delicate sonic imbuement process.
Skill Requirements
- Artisan Skill: Journeyman-level Weaving & Knotwork. The crafter must be proficient in creating complex, stable braids that can securely hold a focus stone without the use of metal or adhesives.
- Magical Aptitude: A foundational understanding of Aural Attunement, which is the practice of imbuing objects with sound-based magical properties. The crafter must be able to hold a steady musical note with their voice for an extended period.
- Ritualistic Knowledge: Familiarity with basic Purification Rites is necessary to properly cleanse the focus stone and consecrate the workspace.
- Personal Attributes: The process demands significant patience and focus. A steady hand and a calm, centered mind are essential for success.
Crafting Steps
- Preparation of Self and Space: Begin by preparing the workspace. Cleanse the area of dust and clutter. Burn a mild, purifying incense and allow it to dissipate. Enter a state of calm meditation for several minutes, focusing on the concepts of harmony, purity, and voice. Decant the Sanctified Spring Water into the Enchanter’s Basin.
- The Cleansing of the Focus: Gently place the River-Smoothed Whitestone into the basin of sanctified water using a polishing cloth. Submerge it completely. Place your hands on either side of the basin and begin a low, steady chant, focusing your intent on washing away any lingering spiritual residue from the stone until it is a perfectly blank slate. Continue this for at least ten minutes. Once complete, remove the stone and allow it to air dry on a fresh cloth without touching it with your bare hands.
- Braiding the Cord: Secure the Crimson Silkworm Thread to the weaving frame. Begin the braiding process, creating a tight, intricate pattern. The weave should be dense and strong. As you braid, hum the same note as your Aural Tuning Fork, infusing the thread itself with a fundamental sonic resonance. Braid approximately halfway to the choker’s total desired length.
- Setting the Stone: At the halfway point, carefully incorporate the cleansed whitestone into the center of the braid. The weave must be expertly looped and tightened around the stone, securing it through tension and friction alone. This is the most technically demanding physical step. The stone must be held firmly in place, unable to twist or fall out. Once the stone is secure, continue the braid to its full length.
- Sonic Imbuement: Lay the partially completed choker flat within the consecrated workspace. Carefully sprinkle one pinch of the Acoustic Crystal Dust onto the surface of the whitestone. Gently strike the Aural Tuning Fork and touch its base to the stone. As the fork vibrates, it will activate the crystal dust, causing it to dissolve into the stone. While the fork is resonating, you must lean in close and hum in perfect harmony with its tone, channeling your magical flow through your voice and into the item. This process must be repeated three times, once for each pinch of dust. With each repetition, the stone will absorb more of the sonic energy.
- The Final Blessing: Take the three dried Sakura petals and place them upon the now-enchanted stone. Unseal the vial containing your chanted breath and let the captured essence wash over the petals and the stone. This act bestows the choker with its calming, Miko-like properties. The petals will seem to vanish, turning to dust and absorbing into the item. Finish the choker by tying the secure loop-and-knot fastening system at the ends of the braid.
- Settling Period: The crafting is now complete, but the enchantment is new and volatile. The item must be left to rest in the quiet, consecrated workspace for one full cycle of day and night. This allows the complex magical energies to settle, harmonize, and become a stable, permanent part of the choker. After this period, it is ready to be worn and attuned by an avatar.
First Voice and Shrieking Mist
It is told, in the first count of days after the Sky-Fallen people made their appearance upon the surface of Saṃsāra, that their existence was one of hardship. They were a people un-homed, arriving in a jungle of great wetness and many strange creatures. Their chief elder of spiritual matters was Old Woman Shizuka, a Miko of great age, and her duty was to speak with the spirits of the new land, the kami, and find for the people a place of safety. With her was the young woman Aya, a Miko in training, whose heart was strong but whose knowledge was not yet full.
The jungle was a place of loud noises. But one noise was a bad noise. It came with the morning fog, a mist that was not only of water but also of spirit. The people called it the Shrieking Mist, for within its damp embrace, sounds became untrue. The rustle of a leaf was like the tearing of skin. The call of a bird was like the cry of a dying man. A person’s own heartbeat was a drum of war in their ears. This Cacophony caused great fear. It made brothers argue with untrue voices. It made hunters lose their path. The rituals that Old Woman Shizuka performed, the dances of placation and the offerings of fruit, did not work as they had in the gone-away world. The Shrieking Mist would not be placated. It was a deafness to their prayers.
Old Woman Shizuka, seeing the despair of the people, performed a great and dangerous ritual. She consumed the bitter root of a vision-vine and entered the deep trance, a place where the body is left behind. For three days she did not move from her mat in the central edifice. Aya, the Miko, she attended to her, keeping the body safe.
When Shizuka returned, her eyes were like old lanterns. She spoke, and her voice was thin like a thread. “I have perceived,” she said, and all the people made quiet. “The world of Saṃsāra is not like the old world. Its body is larger. Its voice is deeper. The world itself is a great throat, and it produces a great hum, a note of existence that is always sounding. The Shrieking Mist is a sickness in that throat, a bad cough. To fight a cough by shouting at it makes the throat only more sore. This is our error.”
She looked then upon Aya. “You are young, Aya. Your ears are not yet closed by age. Your voice is not yet cracked by sorrow. You must perform a duty.”
Aya was given instructions, and the instructions were strange, for they came from a vision. “You must walk toward the sound of loud water. There is a river there. In this river are many stones that speak the river’s loud song. You must find the one stone that does not speak, a stone that is quiet inside. It must be white like a pure soul and smooth like a still thought. This will be the ears.
“Then,” Shizuka continued, “you must find the vine that grows by that water. It has the color of life’s blood, but when you cut it, it bleeds no blood. This vine is strong and holds things together. This will be the throat.
“With these things, you will make a throat-collar. A necklace not for beauty, but for purpose. You will weave it not only with your hands, but with your breath. You must learn the great hum of the world, and you must hum it as you work. This is the instruction.”
So Aya did the thing that was asked. She walked for a day and found the loud river. She put her hands in the cold water and picked up many stones. She held each to her ear. One rattled. One grated. One made a grinding sound. For many hours she searched. At last, she found a single, ovular white stone that, when held to her ear, was full of a perfect and complete silence. It was the quiet stone.
She then found the scarlet vine, thick and strong, growing along the bank. She cut a length, and it was as Shizuka said; no blood, no sap, came forth.
Aya returned not to the village, but sat there by the loud river. She began to weave the red vine, her fingers doing the intricate work. But she also did the other work. She closed her eyes and listened past the roar of the water. She listened for the great hum. At first, she heard nothing but the river. But she was patient, and her intent was strong. And then she felt it, more than heard it. A vibration in the ground, in the air, in her own bones. A deep, steady, powerful resonance. The world’s note. She began to hum, matching her small voice to the world’s great voice. She hummed as she braided the vine. She hummed as she worked the silent white stone into the center of the braid, securing it with a clever knot. All through the night she worked, and her humming never stopped.
As the sun made its appearance, the choker was finished. She tied it around her own neck. The stone was cool against her skin. She took a breath, and she could feel the great hum inside of her now, focused by the stone.
At that same time, the Shrieking Mist rolled into the village of the Sky-Fallen people. The sounds of fear and confusion began. But then, a new figure appeared. It was Aya, walking from the jungle. She walked toward the Mist. The Cacophony washed over her, trying to break her mind. It showed her visions of falling from the sky again. It screamed in her ears with the voices of her fears.
But Aya did not listen to the Mist. She listened only to the stone at her throat, which was connected to the great hum of the world. She opened her mouth. She did not shout. She did not scream back at the Mist. She let out a single, pure note, the very same note of her humming, the note of the world.
A strange thing made its appearance. The pure note from her throat did not destroy the Mist. It gave the Mist nothing to fight. The discordant sounds of the Cacophony could not exist in the same space as the pure, true note. The Shrieking Mist pulled away from her, like water from a hot stone. It parted, creating a circle of quiet, calm air around her. She kept singing the note, and she walked forward. The circle of peace walked with her. She entered the village, and the zone of harmony spread, pushing the Mist out. The people heard her one true note, and it was a guide. It gave their own minds a truth to hold onto, and the lies of the Mist lost their power.
From that day, the people were no longer helpless. Aya, whose title was now The First Voice, taught others how to listen for the great hum, and the artisans learned to make more of the throat-collars, so that others could find their own true note when the Shrieking Mist came.
The Moral of the Story: To defeat a loud noise, it is not required to shout louder. One must find the quiet sound that was there first.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Choker of Fleeting Harmony
This artifact appears to be a simple, non-metallic choker of braided red cord and a smooth white stone. It is often found in collections related to obscure Japanese folklore or sourced from remote mountain shrines. Investigators who have successfully made a Hard Cthulhu Mythos roll might recognize its design as being reminiscent of items used by pre-Meiji era sects that attempted to placate, rather than banish, spirits of the land.
- Game Mechanics:
- Sanity Buffer: When first worn, the Keeper should make a secret POW x 5 roll for the investigator. If successful, the choker has a pool of 5 Sanity points. When the wearer is about to lose SAN from witnessing a supernatural entity or event (but not from Mythos tome study or gaining Mythos knowledge), the choker absorbs the loss, depleting its pool. For example, if the wearer would lose 2 SAN, the choker’s pool drops to 3 and the wearer loses nothing. Once the pool is depleted, the item becomes inert until it can be left in a place of natural serenity (a quiet stream, a mountaintop) for one full week. The wearer does not know the exact number of points remaining in the pool.
- Harmonic Focus: The choker helps its wearer maintain their composure against unnatural sensory input. When faced with a disorienting or maddening sound or vision of a non-sentient or environmental nature (e.g., the piping of a lesser monstrosity, the disorienting angles of a non-Euclidean passage), the wearer may spend 1 Magic Point to gain one bonus die on their Sanity roll.
- Soothing Presence: The item provides a subtle, calming presence. The wearer gains one bonus die on Charm or Persuade rolls when attempting to de-escalate a tense, non-violent situation where fear or panic is a major factor.
Blades in the Dark
The Whisper-Woven Cord
A curious object, sometimes seen on the necks of cultists who deal with the echoes of Bellweather Crematorium or the Wraiths of Silkshore. They say these cords aren’t made in Duskvol, but are artifacts that drift in with the lost souls from beyond the Shattered Isles. The braiding is strange, the stone is always cool, and it hums with a quiet energy that sings counterpoint to the ghost field.
- Game Mechanics:
- Load: 0 Load. It is worn and does not take up a valuable inventory slot.
- Quiet the Echoes: When you would suffer a supernatural consequence, such as being terrified by a ghost, mesmerized by a vampiric noble, or drained by a soul engine, you can choose to take 2 Stress. If you do, you completely resist that consequence.
- Attune to the Silence: This item has a 4-segment clock labeled “Harmonizing.” When you have downtime, you may mark one segment on this clock by spending one downtime activity to Attune to the ghost field through the choker, meditating on its silence instead of its chaos. Once the clock is full, the next time you or a crewmate would suffer trauma from a supernatural source, you may clear the clock to reduce the trauma by one level (e.g., from a new Trauma condition to simply taking Stress equal to your tier). After this, the clock resets.
- A Chorister’s Verse: When you Consort or Command a spirit, you can describe how you use a pure, resonant tone instead of threats or promises. When you do, you get +1d to your action roll.
Dungeons & Dragons (5th Edition)
Choker of Purity Wondrous item, uncommon (requires attunement)
This choker is made of two expertly braided lengths of scarlet cord, securing a smooth, ovular white stone at the center. The item was first crafted by shrine keepers from a distant land as a tool to aid novices in their rituals of purification and their interactions with the spirit world.
- Game Mechanics:
- Serene Focus: While wearing this choker, you have advantage on saving throws against being frightened.
- Purifying Note: As an action, you can present the choker and hum a pure, resonant note. Choose one of the following effects:
- You cast the Sanctuary spell on yourself. The saving throw DC for the spell is 13.
- You create a 15-foot radius sphere of calm, purified air centered on you that lasts for 1 minute. This sphere suppresses any foul odors and immediately disperses any non-magical fog or gas within it. It also grants creatures of your choice within the sphere advantage on saving throws against diseases for the duration.
- Verse of Warding: This choker has 3 charges. As an action, you can expend 1 charge to cast the Protection from Evil and Good spell. The choker regains all expended charges daily at dawn.
Knave
Warding Choker Item Slot: Neck, 1 slot
A braided red cord holding a smooth white stone. It feels warm and hums quietly when you concentrate.
- Abilities:
- Pacify Spirit: You can hum a pure note to calm a hostile spirit (ghost, phantom, etc.) that is not controlled by another being. If the spirit’s HD is equal to or less than your level, it must make a saving throw vs. magic. If it fails, it becomes non-hostile and will not attack you for 10 minutes unless you or your allies take hostile action against it. You can use this ability once per day.
- Sanctuary: When you are attacked by a creature, you can use your action to activate the choker’s warding magic. The attacking creature must make a saving throw vs. magic. If it fails, it must choose a new target or lose the attack. This effect then ends. You can use this ability once per day.
- Steadfast: You have +1 to all saving throws you make against fear effects from any source.
Fate Core / Fate Condensed
Harmonious Resonance of the Soul
This is an Extra that represents a physical item: a simple scarlet choker with a smooth white stone. It doesn’t belong to any one character but can be acquired during play. Its power lies in its ability to impose a sense of supernatural harmony and order on the world around it.
- Item Aspect: A Still Note in a Discordant World
- Game Mechanics:
- Invoke for Harmony: Any character wearing the choker can Invoke its Aspect to gain a +2 bonus or a reroll on an Overcome action to resist mental or spiritual pressure, such as a monster’s terrifying roar or a sorcerer’s attempt to instill fear. It can also be invoked when you Create an Advantage using Rapport or Provoke to de-escalate a tense situation and create an Aspect like Moment of Calm on the scene.
- Purity of Voice (Stunt): Once per session, the wearer can spend a Fate Point to channel the item’s purifying power through their voice. This allows them to automatically succeed with style on an Overcome action to remove a minor spiritual or environmental hazard (like a lingering curse of sorrow, a patch of fear-inducing fog, or a distracting psychic hum) from a single zone.
Numenera & Cypher System
Resonant Nodule
This object is a braided cord of synthetic, scarlet fiber of unknown origin, holding a smooth, white, ceramic-like stone. The stone is a complex sonic dampener and resonance-frequency emitter that subtly influences the behavior of simple biological and mechanical minds. It is clearly a product of a prior world’s nano-sorcery.
- Level: 5
- Form: A braided scarlet cord choker with a smooth, white, thumbprint-sized stone at the throat.
- Effect: When worn, the nodule is constantly active. The wearer gains an asset on all tasks involving peaceful social interaction with NPCs of level 3 or lower. Additionally, the wearer can activate the nodule to produce a specific resonant frequency. The effect depends on the target:
- Against Spirits/Automatons: When activated, one spirit or automaton of level 4 or lower within short range becomes placid and non-hostile for one minute. The creature will not act, but it will defend itself if attacked.
- Against Living Creatures: When activated, one living creature of level 3 or lower within immediate range that can hear the wearer must make a level 5 Intellect defense roll. On a failure, the creature is stunned and cannot take actions for one round as it is overcome with a sense of profound calm.
- Depletion: 1 in 1d20 (each time the active ability is used).
Pathfinder (Second Edition)
Chorister’s Choker of Serenity Item 4+ Uncommon Divination Invested Magical
- Usage worn choker; Bulk —
- Craft Requirements You are a member of a faith that values harmony and purity.
This choker consists of a braided crimson cord holding a smooth, white stone that rests at the hollow of the throat. It was originally designed to help train acolytes in sacred songs, but its harmonizing properties have proven useful in more dangerous situations.
- Game Mechanics:
- When you invest the choker, you gain a +1 item bonus to Performance checks made to sing and Diplomacy checks made to de-escalate a conflict.
- Activation [A] envision; Frequency once per day; Effect You gain the effects of the Sanctuary spell for 1 minute or until you take a hostile action. The DC to hit you is 19.
- Activation [A] Interact; Frequency once per 10 minutes; Effect You touch the choker and hum a pure tone, creating a 15-foot emanation of purifying resonance that lasts for 1 minute. You and your allies within the emanation gain a +1 status bonus to saves against emotion effects. Any foul odor in the area is suppressed.
Type Chorister’s Choker of Serenity; Level 4; Price 90 gp Type Greater Chorister’s Choker of Serenity; Level 10; Price 900 gp The item bonus is +2. The DC for the Sanctuary effect is 28. When you use the second activation, you and your allies also gain resistance 5 to mental damage while in the emanation.
Savage Worlds Adventure Edition (SWADE)
Miko’s Spirit Charm
A simple-looking choker of red cord and white stone, this charm is far more than it appears. It is a relic from a lost order of shrine maidens who believed that harmony was a greater weapon than any blade. The charm resonates with the wearer’s spirit, helping them project an aura of calm and purity that can soothe troubled souls and ward off lesser evils.
- Game Mechanics:
- Steadfast Spirit: The wearer gains a +2 bonus to Spirit rolls made to resist Fear.
- Power: The charm contains the Sanctuary power.
- Power Points: The charm has 5 Power Points. These points can only be used to activate its Sanctuary power. The points recharge daily. The wearer does not need to know the power or have the Arcane Background (Gifted) Trait to use the item, but must be the one to activate it.
- Soothing Presence: When making a Persuasion roll to calm down an agitated but non-hostile NPC, the wearer gains a +1 bonus. If they get a raise on the roll, the NPC is considered Friendly to the character for the remainder of the scene (unless they are given a reason to feel otherwise).
Shadowrun, Sixth World
Shiawase Harmonizer (Qi Focus)
This item appears as a simple, elegant choker of braided synthetic microfiber cord (dyed a traditional scarlet) holding a smooth, white, biopolymer stone. Originally a boutique item marketed by Shiawase corporation to spiritualists and high-end corporate negotiators, the Harmonizer contains a minuscule ritual focus that helps center the wearer’s qi. Runners have found them useful for dealing with agitated spirits or calming down a meet that’s about to go sideways.
- Rating: 2
- Bonding Cost: 4 Karma
- Game Mechanics:
- Centered Presence: While the focus is active, the user gains its Rating (2) as a dice pool bonus to any Etiquette or Negotiation Tests made to de-escalate a conflict or calm an agitated individual.
- Harmonic Resonance: The user can leverage the focus to soothe angry or confused spirits. When interacting with a spirit that is not under a summoner’s direct control, the user may make an opposed Charisma + Assensing [Astral] vs. Spirit’s Force x 2 Test. If the user achieves any net hits, the spirit becomes passive and will not act hostile towards the user for a number of minutes equal to the net hits, unless provoked.
- Activation: Activating the Harmonizer is a Free Action.
Starfinder Roleplaying Game
Miko’s Resonant Choker Hybrid Item Level 5; Price 2,800 credits; Bulk —
This elegant choker consists of a braided scarlet cord made from a durable poly-fiber and a central, smooth white stone. While it appears to be simple jewelry, the stone is a complex technological device containing a micro-sonic emitter, while the cord is laced with magical fibers that channel a user’s innate spiritual energy. It is popular among envoys, priests, and operatives who need a subtle edge in delicate social situations.
- Game Mechanics:
- This choker grants a +2 insight bonus to Diplomacy checks made to change a creature’s attitude or to request a simple favor.
- As a standard action, the wearer can activate the choker’s primary function to cast sanctuary on themselves (caster level 5th, DC 16). This ability can be used once per day.
- As a move action, the wearer can activate the choker’s purifying resonance. This creates a 10-foot-radius emanation of audibly pure, pleasant tones that lasts for 1 minute. This effect suppresses all mundane and magical odors within the radius and grants any ally who starts their turn in the area a +1 morale bonus on saving throws against fear effects for that round. This ability can be used once per day.
Traveller (Mongoose 2nd Edition)
Ancient’s Harmonic Nodule
This device is a rare artifact, typically classified as Tech Level 16, believed to originate from the time of the Ancients. It takes the form of a braided cord of an unknown, remarkably soft and durable red fiber, holding a smooth white nodule of a non-reactive ceramic-like material. The device is a masterpiece of psycho-technology, emitting a complex and adaptive pattern of subsonic frequencies and tailored pheromones that subtly influence the emotional state of those nearby.
- Tech Level: 16
- Mass: — (negligible)
- Power: Internal (lasts for centuries)
- Game Mechanics:
- De-escalation Routine: When the wearer is attempting to use the Persuade or Diplomat skill to calm a tense situation, prevent a fight, or soothe an agitated individual, they gain DM+2 on the check. This bonus does not apply to other uses of the skills, such as haggling or formal treaty negotiations.
- Composure Field: The nodule helps regulate the wearer’s own emotional state. The wearer gains DM+1 on any checks made to resist fear or panic, such as the check required to avoid panic when first taking damage from a zero-G weapon.
- Subtle Signature: The device’s emissions are incredibly subtle. A character must have a sensor suite of TL16 or higher and make a Formidable (12+) Electronics (sensors) check to even detect that the nodule is active.
Warhammer Fantasy Roleplay (4th Edition)
Talisman of the Pure Voice Magical Trinket
Purported to have originated from the distant land of Nippon, these rare talismans are sometimes found in the collections of esoteric scholars or traded by merchants from exotic lands. It is a simple choker of red cord and white, river-worn stone, yet it resonates with a faint, calming magic. The Cult of Shallya holds them in high regard, believing them to be minor blessed items, while others whisper that their magic is simply another strange manifestation from the East.
- ENC: 0
- Qualities: Magical
- Game Mechanics:
- Soothing Presence: The wearer of this talisman finds their presence to be reassuring to those in distress. You gain a bonus of +10 to Charm Tests made to calm another character, reassure a crowd, or de-escalate a situation that is descending into panic or violence (this bonus does not apply to Seduction or other uses of the Charm skill).
- Purity of Spirit: The talisman’s gentle harmony bolsters the soul against minor violations. When you would gain a Corruption point from failing a Fear or Terror Test, you may make a Challenging (+0) Cool Test. If you succeed, you do not gain the Corruption point. This has no effect on Corruption gained from other sources, such as mutations or direct exposure to warpstone.
- A Moment of Peace: Once per day, you may touch the talisman and hum a simple, clear note. For the next round, any character wishing to target you with an attack must first make an Average (+20) Cool Test. If they fail, they must choose another target or lose their attack. Taking any aggressive action yourself immediately ends this effect.
