Tikanga 503 of the Silver Tongue

Lore: In the bustling trade ports of the Isle of Tahu, where ley lines hum with the voices of the sea and spiritual forces weave through the markets, the shamans of Tikanga and Tapu crafted the Tikanga 503 of the Silver Tongue over 9,000 years ago, following the arrival of Isekai souls from Polynesian shores. A shaman named Hine, bearing memories of Māori protocols from New Zealand, sought to honor the balance of tikanga and tapu after meeting an avatar, Rangi, who used fast-talk to sway a merchant with a carved shell offering worth 2 silver coins. Moved by Rangi’s eloquence, Hine forged this gear, infusing it with the magic of cultural norms and sacred restriction to enhance persuasive speech. The number 503 marks it as a sacred relic of Hine’s lineage, passed to avatars who master the art of words.

Description: The Tikanga 503 of the Silver Tongue is an elegant, bone-carved choker etched with wave-like runes that glow with a soft, ocean-blue hue, reflecting the harmony of tikanga. At its center, a polished pearl pulses with a faint mist, held by fine coral strands resembling flowing currents. Worn around the neck, it emits a gentle, rhythmic hum when near ley lines or during negotiations, vibrating subtly as if charged with spiritual resonance. The choker feels smooth and cool, its surface adorned with raised patterns, embodying the shamanic craft for tier 1 avatars with a fast-talk roleplay focus.

Specific Slot: Neck (Choker)

Rarity: Common

Tier: 1

Tags: Fast-Talk, Tikanga, Tapu, Spiritual, Diplomacy, Sea Charm, Protocol Grace, Sacred Voice, Tide Influence, Ritual Eloquence, Spirit Persuasion

Detailed Stats:

  • Durability: 50 (resilient to social wear, repairable with rituals)
  • Weight: 0.1 pounds (light and discreet)
  • Magical Resonance: +1 to Charisma (enhances persuasive dialogue)
  • Stability: +2 to Spirit Balance (improves resistance to magical coercion)

Passive Magic:

  1. Tide’s Counsel: The choker attunes to the wearer’s voice, granting a +1 bonus to Charisma (Persuasion) checks when engaging in fast-talk or negotiation within 10 feet. The ocean-blue glow intensifies during spirited exchanges, signaling confidence.
  2. Tapu Ward: The gear provides a protective aura against minor magical coercion or charm effects, reducing their duration or intensity by 1 round or 1 point, usable once per encounter or until rested near a ley line.

Activable Magic:

  1. Mana’s Flow (Cooldown: 1 hour)
    • Effect: The wearer channels the choker’s magic to enhance a fast-talk attempt, granting a +2 bonus to Charisma (Deception or Persuasion) checks to influence a target within 10 feet for 1 minute. The pearl flares, and a soft hum accompanies the words.
    • Activation: The wearer touches the choker and recites a tikanga verse, requiring a successful Charisma check (difficulty 10).
    • Cost: Consumes 1 charge (3 charges per day, recharged by meditating near a ley line for 1 hour).
  2. Tapu’s Voice (Cooldown: 4 hours)
    • Effect: The choker emits a 15-foot-radius aura of sacred authority, imposing disadvantage on a target’s saving throw or skill check to resist the wearer’s persuasion or command (Will save, difficulty 12, to resist the effect). The aura lasts for 1 round.
    • Activation: The wearer clasps the choker and performs a brief tapu ritual gesture, requiring a Charisma check (difficulty 12).
    • Cost: Consumes 2 charges (3 charges per day, recharged as above).

Roleplay Notes: The Tikanga 503 of the Silver Tongue suits avatars who embody the fast-talk art, whether negotiating trade deals in megacity markets, mediating disputes on floating cities, or outwitting foes in jungle ruins. Its hum and glow enhance tikanga and tapu rituals, such as offering a carved shell (worth 1 silver coin) to honor spiritual forces or reciting karakia prayers to assert authority. Roleplay might involve weaving persuasive tales during activation, challenging a rival merchant’s honor, or seeking guidance from tapu-marked elders. Neglecting its spiritual upkeep—e.g., cleansing with magical steam essence (2 silver coins)—might dull its hum, prompting spirit interference, like a misspoken word in a crucial deal.

The Tikanga 503 of the Silver Tongue, a common-rarity, tier 1 magical gear crafted by shamans of Tikanga and Tapu, is a neck choker imbued with the spiritual magic of cultural norms and sacred restrictions, tailored for avatars with a roleplay emphasis on fast-talk. In the high-magic, steampunk-inspired world of Saṃsāra, with its 73 island countries, sprawling trade networks, and population exceeding 7 billion souls, this item is traded in specialized shops that cater to negotiators, diplomats, and those connected to tikanga and tapu traditions. Below is a detailed description of the types of shops where this item might be bought and sold, the methods of transaction, and the associated costs in Saṃsāra’s precious metal coin system, reflecting the item’s spiritual and persuasive nature and the world’s economic and cultural framework.

Types of Shops and Their Characteristics

  1. Trade Sanctums (Megacity Markets)
    • Description: Nestled within the bustling markets of Saṃsāra’s megacities, trade sanctums are vibrant hubs adorned with steam-powered incense diffusers and ley line altars, serving as spiritual centers for shamans of Tikanga and Tapu. These shops offer magical gear like the Tikanga 503 of the Silver Tongue, alongside trade tokens and ritual shells. Shamans, trained in Charisma and spiritual rites, oversee the trade amid the hum of steam engines and the chatter of merchants.
    • Location: Common in megacity markets like Veylspire’s Trade Haven or Aquilon’s Market Shrine, where ley lines enhance spiritual magic. These shops are accessible via trade routes or airship docks.
    • How It’s Bought/Sold: The item is displayed on a coral altar, requiring a persuasive gesture (Charisma check, difficulty 10, from the buyer) to align with its spirit. Transactions are conducted with coins, though a tikanga offering (e.g., an extra silver coin) is encouraged. Selling back involves a ceremonial karakia, with shamans assessing the choker’s resonance.
    • Cost:
      • Buy: 8 silver coins (equivalent to 80 copper or 4 nickel coins), reflecting its common rarity and spiritual value.
      • Sell: 4 silver coins (50% of buying price, standard for sanctum trade).
  2. Tapu Burgh Retreats (Subterranean Enclaves)
    • Description: Hidden within underground burghs near ley line veins, these retreats are sacred spaces maintained by shamans of Tikanga and Tapu and Sleih Beggey allies, illuminated by glowing moss and magical circuits. Stalls offer diplomatic gear like the Tikanga 503 of the Silver Tongue, crafted with spiritual magic. Access requires locating a burgh entrance (often near ley lines) and earning trust through offerings or respectful displays.
    • Location: Found near ley line convergences on rural islands like Tahu’s Sacred Hollows or Makai’s Coral Burghs, known to intuitive avatars or those with a trained Mind’s Eye.
    • How It’s Bought/Sold: Transactions are barter-based, with shamans favoring copper or nickel coins for ritual use, or tapu tokens like carved shells (worth 1 silver coin each). Buyers must offer a gift (e.g., 10 copper coins or a ritual feather) to enter. Selling requires a roleplay interaction, such as reciting a karakia to honor the spirits.
    • Cost:
      • Buy: 6 silver coins or equivalent barter (e.g., 12 nickel coins or 1 carved shell). The lower price reflects direct trade with shamans and Sleih Beggey crafters.
      • Sell: Equivalent of 3 silver coins in barter goods (e.g., 6 nickel coins or a spiritual bead).
  3. Diplomatic Trade Caravans (Island Trade Routes)
    • Description: These mobile shops, often steam-powered airships or sailing vessels, travel Saṃsāra’s trade routes, serving negotiators and diplomats. Led by wandering shamans, the caravans are filled with diplomatic gear, steam-driven altars, and the Tikanga 503 of the Silver Tongue. The interiors are serene, adorned with wave motifs and glowing runes.
    • Location: Frequent along trade paths connecting rural islands or near diplomatic festivals, such as Tahu’s Tide Accord. They appear during trade summits or council gatherings.
    • How It’s Bought/Sold: Purchases require a persuasive speech from the caravan leader (roleplay or Charisma check), accepting coins or trade goods like polished coral (worth 2 silver coins each). Selling involves proving the choker’s use in negotiation, with shamans offering a reduced rate unless a rare diplomatic relic is traded.
    • Cost:
      • Buy: 9 silver coins (slightly higher due to travel costs and limited stock).
      • Sell: 3 silver coins or equivalent trade (e.g., a trade contract worth 5 silver coins).
  4. Coastal Shrines (Rural Coasts)
    • Description: Perched along Saṃsāra’s rural coasts, these shrines are tranquil outposts run by shamans of Tikanga and Tapu or avatar negotiators. Equipped with steam-powered water pumps and ley line markers, they sell spiritual gear, including the Tikanga 503 of the Silver Tongue, alongside shells and ritual offerings. The air is filled with the sound of waves and the hum of ley lines.
    • Location: Prevalent in coastal areas like Tahu’s Tide Rest or Makai’s Coral Altar, near burghs or natural springs.
    • How It’s Bought/Sold: Buyers must demonstrate respect (e.g., a successful Charisma check, difficulty 10) to align with the shrine’s ethos, paying with coins or bartering with tapu tokens (worth 1 silver coin each). Selling requires showing the choker’s effect, with shamans inspecting its glow.
    • Cost:
      • Buy: 7 silver coins (moderate price due to local crafting and spiritual focus).
      • Sell: 3 silver coins or equivalent trade (e.g., 6 nickel coins or a sea glass piece).
  5. Diplomatic Guild Halls (Frontier Ports)
    • Description: Situated in frontier settlements near uncharted islands, these halls are run by diplomatic guilds with Tikanga and Tapu ties, serving negotiators exploring Saṃsāra’s wild coasts. Equipped with steam-powered signal towers and racks of trade gear, they offer the Tikanga 503 of the Silver Tongue as a tool for persuasive mastery. The halls hum with magical energy and the scent of saltwater.
    • Location: Found in frontier regions like Nocturne Isle’s Tide Edge or Sylthar’s Coral Reach, where guilds support trade expeditions.
    • How It’s Bought/Sold: Buyers must be guild members (annual fee of 1 gold coin) or complete a minor quest, such as mediating a dispute. Payment is in coins, though guilds accept spiritual loot (e.g., a tapu shard worth 2 silver coins). Selling involves a Mind’s Eye check to verify the choker’s resonance.
    • Cost:
      • Buy: 10 silver coins (higher due to remote location and demand among negotiators).
      • Sell: 5 silver coins or equivalent loot (e.g., a trade seal worth 1 gold coin).

Transaction Dynamics and Cultural Context

  • Roleplay Emphasis: Acquiring the Tikanga 503 of the Silver Tongue involves fast-talk-driven roleplay, such as reciting a karakia or offering a carved shell (e.g., 10 copper coins’ worth) at tapu retreats to honor the spiritual forces. In retreats, avatars might weave a persuasive tale or perform a tikanga gesture to gain favor, enriching the item’s diplomatic narrative. The choker’s hum and glow enhance rituals, deepening its connection to tikanga and tapu.
  • Trade Networks: The item’s distribution leverages Saṃsāra’s robust trade system, with airships and sailing vessels transporting diplomatic goods across the endless oceans. Coastal shrines and diplomatic trade caravans are key distributors, while megacity sanctums and guild halls cater to urban and frontier demand.
  • Tikanga and Tapu Influence: Shops near burghs or ley lines, like retreats and coastal shrines, offer lower prices due to direct shamanic and Sleih Beggey crafting, but require adherence to tikanga customs, such as avoiding loud disruptions near tapu sites to prevent spirit mischief. Tapu restrictions may limit access, requiring a karakia to enter.
  • Economic Factors: As a common item, its cost remains accessible to tier 1 avatars, with prices varying by location—remote halls charge more due to transport, while megacity sanctums compete with ample supply. Barter is prevalent in rural or spiritual markets, aligning with Saṃsāra’s lack of advanced currency systems.

Cost Summary

  • Trade Sanctums (Megacities): Buy: 8 silver (80 copper, 4 nickel); Sell: 4 silver.
  • Tapu Burgh Retreats (Subterranean): Buy: 6 silver or equivalent barter; Sell: 3 silver in barter goods.
  • Diplomatic Trade Caravans (Trade Routes): Buy: 9 silver; Sell: 3 silver or equivalent trade.
  • Coastal Shrines (Rural Coasts): Buy: 7 silver; Sell: 3 silver or equivalent trade.
  • Diplomatic Guild Halls (Frontier): Buy: 10 silver; Sell: 5 silver or equivalent loot.

The Tikanga 503 of the Silver Tongue thus circulates through Saṃsāra’s diverse markets, from bustling megacity sanctums to hidden tapu retreats, each shop enriching the transaction with tikanga and tapu rituals and reflecting the world’s magical and industrial character.

The Tikanga 503 of the Silver Tongue, a common-rarity, tier 1 magical gear in the high-magic, steampunk-inspired world of Saṃsāra, is a neck choker imbued with the spiritual magic of tikanga and tapu, designed for avatars with a roleplay emphasis on fast-talk. Its passive and activable magical properties—Tide’s Counsel, Tapu Ward, Mana’s Flow, and Tapu’s Voice—make it a versatile tool for both defensive and offensive applications, rooted in the reverence for cultural norms, sacred restrictions, and spiritual forces. Below is a detailed exploration of how this item can be used for defense and offense in various environments across Saṃsāra’s diverse landscapes, emphasizing roleplay opportunities in combat, exploration, and social interactions. Each environment reflects the world’s unique characteristics, such as its magical flows, steam-powered technology, and scattered island nations, while adhering to the setting’s rules and the item’s stats.

1. Trade Sanctum (Urban Environment)

  • Description: Saṃsāra’s megacity markets house trade sanctums with steam-powered incense diffusers and ley line altars, serving as spiritual hubs for shamans of Tikanga and Tapu. These bustling spaces face threats from rival merchants, magical scams, or enforcer raids seeking ley line goods.
  • Defensive Use:
    • Scenario: An avatar defending against a merchant’s magical scam uses Tide’s Counsel to sense their intent, gaining a +1 bonus to Charisma (Persuasion) checks to counter with fast-talk. As a charm spell is cast, Tapu Ward reduces its duration by 1 round, maintaining control.
    • Roleplay: The avatar touches the choker, reciting a tikanga verse to honor the spirits, its ocean-blue glow intensifying as they weave a persuasive tale. Activating Mana’s Flow (1 charge, 1-hour cooldown), they sway the merchant, narrating a plea for harmony. The roleplay emphasizes their market savvy, perhaps offering a copper coin (10 copper = 1 silver) to a shrine.
    • Mechanics: The +1 Charisma bonus aids negotiation, while Tapu Ward provides a critical defense against magical influence.
  • Offensive Use:
    • Scenario: To outmaneuver enforcers, the avatar activates Tapu’s Voice (2 charges, 4-hour cooldown), imposing disadvantage on their Will save (difficulty 12) to resist a commanding order, creating an escape.
    • Roleplay: The avatar clasps the choker, performing a tapu ritual gesture, its pearl flaring as they issue a firm decree. They might invoke sacred authority, enhancing their reputation among sanctum onlookers. The hum draws attention, potentially attracting guild mediators.
    • Mechanics: The +2 Spirit Balance bonus bolsters mental fortitude, while Tapu’s Voice leverages the avatar’s fast-talk for social dominance.

2. Tapu Burgh Retreat (Subterranean Environment)

  • Description: Saṃsāra’s underground burghs near ley line veins host tapu retreats, maintained by shamans and Sleih Beggey allies, illuminated by glowing moss. These sacred spaces face threats from intruders or corrupted spirits drawn to the ley lines.
  • Defensive Use:
    • Scenario: Intruders breach the retreat, and the avatar uses Tide’s Counsel to detect their motives, gaining a +1 Charisma bonus to negotiate. Tapu Ward reduces a fear effect from a spirit by 1 point, preserving resolve.
    • Roleplay: The avatar touches the choker, chanting a karakia, its glow steadying their voice, narrating a plea to the tapu spirits. Activating Mana’s Flow, they calm the intruders, reinforcing their bond. The roleplay centers on their subterranean diplomacy, perhaps leaving a nickel coin (2 nickel = 1 silver) at a burgh.
    • Mechanics: The +1 bonus enhances persuasion, while Tapu Ward ensures resilience against spiritual threats.
  • Offensive Use:
    • Scenario: To repel the corrupted spirit, the avatar uses Tapu’s Voice to impose disadvantage on its Will save (difficulty 12), driving it back with sacred authority.
    • Roleplay: The avatar clasps the choker, performing a tapu gesture, its blue light piercing the gloom. They might offer a carved shell to honor the spirits, boosting their reputation as a retreat guardian. The aura might attract Sleih Beggey aid, offering a minor boost (e.g., +1 to next check).
    • Mechanics: The +2 Spirit Balance aids mental resistance, while Tapu’s Voice provides a strategic edge.

3. Diplomatic Trade Caravan (Maritime Environment)

  • Description: Saṃsāra’s trade routes feature diplomatic trade caravans, often steam-powered airships, serving negotiators during festivals. These mobile spaces face threats from pirate negotiators or stormy disruptions.
  • Defensive Use:
    • Scenario: A pirate negotiator attempts a deal, and the avatar uses Tide’s Counsel to read their bluff, gaining a +1 Charisma bonus to counter. Tapu Ward reduces a charm effect by 1 round, maintaining focus.
    • Roleplay: The avatar touches the choker, reciting a tikanga verse, its glow blending with the sea wind, narrating a persuasive rebuttal. Activating Mana’s Flow, they sway the pirate, reinforcing their skill. The roleplay highlights their maritime eloquence, perhaps tossing a copper coin into the sea.
    • Mechanics: The +1 bonus strengthens negotiation, while Tapu Ward ensures resilience against magical influence.
  • Offensive Use:
    • Scenario: To outtalk the pirate leader, the avatar activates Tapu’s Voice, imposing disadvantage on their Will save (difficulty 12) to resist a commanding deal, securing an advantage.
    • Roleplay: The avatar clasps the choker, performing a tapu ritual, its pearl flaring against the sky. They might invoke sacred protocol, enhancing their reputation as a caravan diplomat. Post-deal, they could trade a tale for supplies (2 silver coins) at a port.
    • Mechanics: The +2 Spirit Balance bolsters mental fortitude, while Tapu’s Voice disrupts the enemy’s resolve.

4. Coastal Shrine (Rural Environment)

  • Description: Saṃsāra’s rural coasts feature coastal shrines with steam-powered water pumps and ley line markers, where negotiators seek spiritual guidance. These serene areas face threats from sea raiders or restless spirits.
  • Defensive Use:
    • Scenario: A sea raider demands tribute, and the avatar uses Tide’s Counsel to gauge their intent, gaining a +1 Charisma bonus to deflect. Tapu Ward reduces a fear effect from a spirit by 1 point, preserving calm.
    • Roleplay: The avatar touches the choker, chanting a karakia, its glow reflecting off the water, narrating a persuasive plea. Activating Mana’s Flow, they negotiate peace, reinforcing their bond. The roleplay centers on their coastal diplomacy, perhaps offering a polished shell (worth 1 silver coin) to a burgh.
    • Mechanics: The +1 bonus enhances persuasion, while Tapu Ward protects against spiritual threats.
  • Offensive Use:
    • Scenario: To outwit the raider leader, the avatar uses Tapu’s Voice to impose disadvantage on their Will save (difficulty 12), compelling surrender with sacred authority.
    • Roleplay: The avatar clasps the choker, performing a tapu gesture, its blue light cutting through the mist. They might leave a spiritual token to honor the spirits, boosting their reputation as a shrine negotiator. The aura might attract shaman aid, offering a minor boost (e.g., +1 to next check).
    • Mechanics: The +2 Spirit Balance strengthens mental resolve, while Tapu’s Voice provides a tactical advantage.

Roleplay Dynamics Across Environments

  • Defensive Roleplay: The Tide’s Counsel and Tapu Ward encourage roleplay centered on intuitive fast-talk and spiritual protection, with avatars using their trained Mind’s Eye to sense intentions. Interactions with shamans or Sleih Beggey, such as offerings (e.g., 10 copper coins) or karakia, deepen the item’s cultural ties, portraying the avatar as a diplomatic shield.
  • Offensive Roleplay: Mana’s Flow and Tapu’s Voice enable persuasive and commanding combat, with avatars reciting tikanga verses or invoking tapu to outmaneuver foes. The choker’s hum and glow enhance social displays, such as market debates or caravan councils, boosting the avatar’s reputation as a fast-talker.
  • Environmental Influence: Urban sanctums emphasize leadership and market skill; subterranean retreats reward spiritual diplomacy; maritime caravans highlight trade eloquence; and rural shrines amplify coastal harmony. The choker’s tikanga and tapu connection ties roleplay to Saṃsāra’s magical lore, encouraging avatars to engage spirits through rituals or gifts.

The Tikanga 503 of the Silver Tongue thus offers rich roleplay opportunities for defense and offense, adapting to Saṃsāra’s diverse environments while reinforcing the avatar’s identity as a fast-talk specialist within the world’s high-magic, steampunk framework.

Perception of Activation:

User’s Perspective:

  • Sight: As the choker is touched and a tikanga verse is recited to activate Mana’s Flow, the wave-like runes on the Tikanga 503 of the Silver Tongue flare with a soft, ocean-blue hue, reflecting the harmony of tikanga. The polished pearl at the center pulses with a swirling mist, its light weaving gentle, wave-like tendrils outward, while the coral strands shimmer like flowing currents, creating a serene, persuasive display.
  • Sound: A gentle, rhythmic hum rises from the choker, deepening into a soothing chant that mirrors the ebb and flow of the sea, blending with the wearer’s verse in a harmonious tribute to spiritual forces. The air carries a faint ripple, as if water laps at the shore.
  • Touch: The choker cools against the neck, its smooth surface vibrating with a subtle pulse that feels like the breath of the ocean. The coral strands tingle slightly, adding a calming sensation that enhances the wearer’s persuasive flow.
  • Smell: A fresh, salty scent fills the nostrils, reminiscent of coastal tides, mixed with a subtle floral note from shamanic rites. The air grows faintly briny, heightening the spiritual atmosphere.
  • Taste: A mild, saline tang lingers on the tongue, as if tasting sea spray after a storm, accompanied by a hint of sweet coral freshness from the mist, reflecting the choker’s connection to tikanga and tapu.
  • Extra-Sensory Perceptions:
    • Mind’s Eye: The avatar senses a flow of blue magical threads linking the choker to their voice, visualized as waves carrying their words. A serene, authoritative presence of the spiritual forces brushes their thoughts, guiding the persuasion.
    • Telepathic Echo: If the avatar has telepathy, they might feel a harmonious murmur from nearby nature spirits or shamans of Tikanga and Tapu, a gentle tide in their mind enhancing their fast-talk focus.
    • Intuitive Balance: An inner sense warns of the choker’s charge limit (3 per day), suggesting meditation near a ley line to recharge, while also hinting at the optimal moment to sway a target.
  • Positives: The serene glow and chant boost the avatar’s confidence, enhancing their role as a fast-talker with a +1 to morale or Charisma checks. The Mind’s Eye guidance improves persuasive precision, while the cool vibration and saline taste provide a rewarding connection to Saṃsāra’s spiritual magic.
  • Negatives: The subtle vibration and briny smell can be disorienting, risking a -1 penalty to concentration if overwhelmed during tense negotiations. The telepathic echo might distract, requiring a focus check (difficulty 10) to avoid losing the thread. The cooling sensation could signal overuse, hinting at a 5-point durability reduction if activated excessively without rest.

Observer’s Perspective:

  • Sight: From a distance, the choker transforms into an ocean-blue beacon, its runes flaring with light and the pearl pulsing visibly with mist. The coral strands gleam like currents, casting a wave-like aura, especially during a persuasive exchange.
  • Sound: Observers hear a rising hum that swells into a rhythmic chant, accompanied by a rippling sound that suggests the sea’s influence, drawing attention to the avatar’s words.
  • Touch: Those nearby feel a cool breeze ripple past, carrying a faint tingle of magical energy. If close to the persuasion effect, the air pulses lightly, a reminder of the choker’s power.
  • Smell: A fresh, salty aroma drifts toward onlookers, mingled with a floral undertone, marking the avatar as a conduit of tikanga and tapu magic. The scent lingers, enhancing the diplomatic mood.
  • Taste: The air carries a faint saline tang to those downwind, blended with a coral aftertaste, leaving a sense of calm that might inspire or unsettle.
  • Extra-Sensory Perceptions:
    • Mind’s Eye: Observers with this skill perceive a web of blue light extending from the choker, weaving through the target’s mind, suggesting the avatar’s deep connection to Saṃsāra’s spiritual magic and inspiring respect.
    • Telepathic Echo: Sensitive individuals might sense a harmonious hum from unseen nature spirits or shamans, felt as a light pressure on their thoughts, hinting at the gear’s sacred roots.
    • Intuitive Balance: A vague intuition of the choker’s charge (e.g., 2 charges left) might be felt by skilled observers, suggesting the avatar’s reliance on ley line recharges.
  • Positives: The visual and auditory display captivates, potentially granting a +1 bonus to morale or Persuasion checks among allies or targets. The magical ripple enhances the avatar’s diplomatic aura, attracting attention from traders or mediators. The cool breeze adds a soothing atmosphere to the encounter.
  • Negatives: The bright light and hum can distract, imposing a -1 penalty to Perception checks for observers within 10 feet if unprepared. The telepathic echo might unsettle untrained minds, causing a -1 to initiative if distracted. The lingering scent risks triggering allergies, requiring a Constitution check (difficulty 10) to avoid discomfort.

The activation of the Tikanga 503 of the Silver Tongue thus creates a multi-sensory experience rich with roleplay potential, where the avatar’s fast-talk skill and connection to tikanga and tapu spirits shape both personal and observed perceptions, balanced by its persuasive strengths and limitations in Saṃsāra’s magical landscape.

Tikanga 503 of the Silver Tongue Crafting Recipe

Materials Needed:

  • 1 Bone Choker (elegant, 2 silver coins)
  • 1 Polished Pearl (small, 1 silver coin)
  • 1 foot of Coral Strand (fine, resembling flowing currents, 1 silver coin)
  • 1 ounce of Tide Essence (harvested from a ley line near coastal waters, 2 silver coins)
  • 1 Carved Shell (crafted, 1 silver coin)
  • 1 unit of Magical Steam Essence (distilled from elemental water and fire, 2 silver coins)

Tools Required:

  • Steam-Powered Forge (common in shamanic workshops, access costs 1 silver coin per hour)
  • Precision Etching Tool (magically enhanced, 1 gold coin to rent)
  • Tide Infusion Chamber (steam-heated with water channels, 1 silver coin per use)
  • Ley Line Resonator (for aligning spiritual energy, 2 silver coins to borrow)

Skill Requirements:

  • Craftsmanship (Level 2, trained to shape and etch the bone choker)
  • Charisma (Level 1, to infuse the item with fast-talk magic)
  • Mind’s Eye (Level 1, to channel ley line spiritual energy)

Crafting Steps:

  1. Heat the bone choker in the steam-powered forge for 20 minutes until it softens slightly, preparing it for etching.
  2. Use the precision etching tool to carve wave-like runes into the choker’s surface, focusing the Mind’s Eye to imbue the runes with an ocean-blue glow. This requires a successful Craftsmanship check (difficulty 12) to ensure detail.
  3. Prepare the tide infusion by combining the tide essence, carved shell, and magical steam essence in the tide infusion chamber. Stir gently for 15 minutes over steam heat with water channels active, maintaining a reverent voice (Charisma check, difficulty 10).
  4. Carefully place the polished pearl into the choker’s center, securing it with the coral strand wound to resemble flowing currents. The strand should be aligned with ley line energy, requiring a Mind’s Eye check (difficulty 11) to bind the pearl’s mist.
  5. Place the choker in the ley line resonator for 30 minutes, allowing the spiritual energy to settle and create a gentle hum. Polish the surface with a cloth to enhance its smooth, cool feel and blue light.
  6. Test the choker’s activation by touching it and reciting a tikanga verse, verifying the Mana’s Flow effect with a controlled hum and persuasive resonance (Charisma check, difficulty 10). Adjust the coral strand if the effect is weak.

Tale of Tikanga 503 of Silver Tongue

In time when wave cloak Saṃsāra’s shore and soul from far sea step on her ground, come tale most chant by tide and flame. Scribe in tongue old, wear thin by age, speak of Tikanga 503 of Silver Tongue, choker of blue and word, born from hand wise yet small. Voice of elder drift through water, weave yarn of talk and spirit lost.

Long ere nine thousand winter shroud isle, ‘neath Tahu’s trade-deep, dwell shaman Hine, stout and voice soft. In burgh where ley line hum and sea sing, Hine tend rite with kin, shape bone and coral. One dawn, as steam rise from water-fire blend, avatar Rangi, talk-master new to Saṃsāra, bring shell carve—two silver worth—offer to tide spirit, seek aid for tongue. Hine, heart warm, see craft true, vow make gift.

Days flow, Hine labor with choker fine, etch rune like wave that glow blue as ocean. Into heart, set pearl of mist, draw from ley breath, bind with coral flow. Rangi watch, spirit rise, yet pride stir. One eve, Rangi take choker half-made, test with call wild. Hum rise, pearl pulse, but sea shake, spirit flee in fright. Hine, wroth, banish Rangi, yet care linger. With tide touch, Hine finish choker—Tikanga 503 of Silver Tongue—give it power flow and voice, hope Rangi learn respect.

Rangi roam isle, choker round neck, seek grace. In market high, trader strike, and Rangi, with Mana’s Flow, sway foe with word, runes flare blue. Yet haste swell, and in cave dark, Rangi misuse Tapu’s Voice, blind self with aura, near fall to foe. At edge, Rangi hear Hine’s whisper through choker, “Word serve he who honor.” With Tapu Ward, Rangi stand, crawl to burgh, offer copper ten—one silver—beg mercy.

Hine, kind, teach Rangi art of talk, how honor ley with Mind’s Eye. Together, they weave tale, Rangi’s voice strong with Charisma. Choker 503 become song, pass to talker bold, each bear Hine’s mark. Rangi, now guide, roam endless trade, choker hum, lead others in word.

Through age, tale twist, word fade. Some say Hine spirit in choker, others claim Rangi join tide kin. Script old hint 503 as sign of wave, choker test of heart. In sanctum hall, bard sing of hum and glow, while burgh elder nod, know truth half-lost.

Moral of the story: Word flow to he who speak with care, but rush break trust, lest silence fall.

Suggested conversions to other systems:

Call of Cthulhu – Tikanga 503 of the Ocean’s Eloquence

  • Description: An elegant bone-carved choker with wave-like runes glowing ocean-blue and a polished pearl pulsing with mist, crafted by shamans of Tikanga and Tapu as a neck gear, enhancing fast-talk.
  • Sanity Loss: 0/1 (initial activation); 1/1d3 (if misused, triggering a Sanity roll due to its spiritual magic).
  • Skill Bonus: +10% to a custom Fast-Talk or Persuade skill, and +5% to Listen when detecting spiritual or social cues within 10 feet.
  • Magic Points: 3 per day, replenished by meditating near a ley line (treated as a ritual site) for 1 hour.
  • Powers:
    • Passive – Tide’s Counsel: Grants +5% to Persuasion checks when engaging in fast-talk or negotiation within 10 feet, activated automatically.
    • Passive – Tapu Ward: Reduces duration or intensity of magical coercion or charm effects by 1 round or 1 hit point, usable once per session after a successful Luck roll (50% base).
    • Active – Mana’s Flow: Costs 1 Magic Point, grants a +2 bonus to Deception or Persuasion checks to influence a target within 10 feet for 1 minute, requiring a successful Fast-Talk or Persuade roll. Cooldown: 1 hour (6 turns).
    • Active – Tapu’s Voice: Costs 2 Magic Points, creates a 15-foot-radius aura imposing disadvantage on a target’s saving throw or skill check to resist persuasion (POW vs. POW roll, difficulty 12, to resist). Cooldown: 4 hours (24 turns).
  • Durability: 50 hit points, reduced by 5 per major misuse (e.g., failed Charisma roll causing backlash).
  • Encumbrance: 0.1 (negligible weight).
  • Cost: 8 silver dollars (converted to 1920s currency equivalent, adjusted by Keeper).
  • Notes: Requires a Sanity roll (1/1d3) if the choker’s activation attracts unintended spiritual forces, potentially summoning a minor entity (Keeper’s discretion).

Blades in the Dark – Tikanga 503 of the Sea’s Charm

  • Type: Gear Item (Fine Quality)
  • Load: 1 (worn as a neck choker)
  • Effect: A mystical bone-carved choker with blue runes and a polished pearl, crafted by shamans of Tikanga and Tapu, enhancing fast-talk skills.
  • Stress Cost: 0 (passive effects); 1 Stress per active use (mitigated by crew quality or downtime).
  • Special Abilities:
    • Tide’s Counsel: +1d to Consort or Sway rolls when engaging in fast-talk or negotiation within Near range, always active.
    • Tapu Ward: Reduce harm level by 1 (e.g., Moderate to Light) from magical coercion or charm effects, triggered by a successful Resolve roll.
    • Mana’s Flow: Spend 1 Stress to gain a +2d to Deception or Sway checks to influence a target within Near range for a few minutes, requiring a Consort roll. Limit: 3 uses per score.
    • Tapu’s Voice: Spend 2 Stress to create a Close-range aura, imposing -1d to a target’s resistance roll against persuasion (Fortune roll, difficulty 2, to resist). Limit: 1 use per score.
  • Quality: +1d to rolls involving fast-talk or diplomacy (e.g., Consort, Sway) due to Fine quality.
  • Flaw: If overused (more than 3 activations without downtime), roll a Fortune die (1-3: choker hums discordantly, -1d to next persuasion roll; 4-6: no effect).
  • Value: 8 coin (standard market price, adjustable by faction).
  • Notes: Can be enhanced with a crew Whisper or Spider during downtime, reflecting Tikanga and Tapu shamanic crafting.

Dungeons & Dragons 5e – Tikanga 503 of the Sea’s Word

  • Wondrous Item, Common (Requires Attunement by a Tier 1 Character)
  • Description: A bone-carved choker with etched ocean-blue runes and a central polished pearl pulsing with mist, imbued with Tikanga and Tapu magic for fast-talk.
  • Attunement: 1 hour, worn around the neck.
  • Properties:
    • Tide’s Counsel: You have advantage on Charisma (Persuasion) checks when engaging in fast-talk or negotiation within 10 feet, active at all times.
    • Tapu Ward: When affected by magical coercion or charm effects, reduce their duration or damage by 1 round or 1 point, usable once per short or long rest.
    • Mana’s Flow: As a bonus action, expend 1 charge to gain a +2 bonus to Charisma (Deception or Persuasion) checks to influence a target within 10 feet for 1 minute. Requires a successful Charisma check (DC 10). 3 charges, regained after a long rest near a ley line (DM discretion).
    • Tapu’s Voice: As an action, expend 2 charges to create a 15-foot-radius aura, imposing disadvantage on a target’s saving throw or skill check to resist persuasion (Wisdom saving throw, DC 12, to resist). 3 charges, regained as above.
  • Durability: AC 15, 50 hit points, reduced by 5 per failed activation check (repaired with a DC 12 Charisma (Nature) check and 2 gp).
  • Weight: 0.1 lb.
  • Value: 8 sp (80 cp, adjustable by DM).
  • Special: If attuned for over a week without cleansing (with magical steam essence, 2 sp), roll a d20 (1-5: choker dims, -1 to bonus rolls until repaired).

Knave – Tikanga 503 of the Sea’s Whisper

  • Item Type: Gear (Neck Choker)
  • Description: A bone-carved choker with glowing ocean-blue runes and a mist-pulsing polished pearl, crafted by shamans of Tikanga and Tapu, enhancing fast-talk skills.
  • Slot: Neck
  • Weight: 0.1 slots
  • Value: 8 sp (80 cp)
  • Abilities:
    • Tide’s Counsel: +1 to Charisma rolls when engaging in fast-talk or negotiation within 10 feet, always active.
    • Tapu Ward: Reduce duration or damage from magical coercion or charm effects by 1 round or 1 HP, usable once per day or until rested.
    • Mana’s Flow: Spend 1 Gear Die (d6) to gain a +2 bonus to Charisma checks to influence a target within 10 feet for 1 turn, requiring a successful Charisma check (target 10). 3 uses per day, regained after 8 hours rest near a ley line.
    • Tapu’s Voice: Spend 2 Gear Dice to create a 15-foot aura, imposing disadvantage on a target’s resistance roll against persuasion (Wisdom save, target 12, to resist). 1 use per day, regained as above.
  • Durability: 50 HP, loses 5 HP per failed activation (repaired with a Tinker roll, target 10, and 2 sp).
  • Tags: Fast-Talk, Tikanga, Tapu, Spiritual
  • Notes: If used more than 3 times without rest, roll a d6 (1-2: choker hums erratically, -1 to next persuasion roll; 3-6: no effect).

Fate – Tikanga 503 of the Tide’s Persuasion

  • Aspect: A Wave of Sacred Words
  • Description: An elegant bone-carved choker with glowing ocean-blue runes and a polished pearl pulsing with mist, crafted by shamans of Tikanga and Tapu as a neck gear, channeling fast-talk magic.
  • Skills Affected: +2 to Rapport when engaging in fast-talk or negotiation, +1 to Empathy for detecting social or spiritual cues within a zone.
  • Stunts:
    • Tide’s Counsel: Once per scene, gain a +2 to Empathy to sense a target’s intent or mood within the same zone, reflecting the choker’s attunement.
    • Tapu Ward: Once per session, reduce stress from magical coercion or charm effects by 2 shifts, requiring a successful Will roll to activate.
    • Mana’s Flow: Spend 1 Fate Point to gain a +2 to Rapport checks to influence a target within the next exchange for 1 minute, enhancing persuasion with a Rapport roll (converted to 2 shifts).
    • Tapu’s Voice: Spend 2 Fate Points to create a zone effect, imposing -2 to a target’s resistance roll against persuasion (Overcome with Will, difficulty 2), usable once per scene.
  • Cost: 1 Refresh to attune, or 8 fate points worth of offerings to Tikanga and Tapu spirits (e.g., 8 silver coins’ worth of carved shells).
  • Stress/Consequences: If overused (more than 3 activations without a scene break), take a mild consequence (e.g., “Spiritual Fatigue”) until cleansed with a Rapport roll (difficulty 3) and 2 silver coins.
  • Notes: Encourages roleplay with shamans or Sleih Beggey, offering aspects like “Voice of the Tide” if honored with tikanga rituals.

Numenera & Cypher System – Tikanga 503 of the Sea’s Harmony

  • Level: 2 (adjustable for balance)
  • Form: Light Gear (worn as a neck choker)
  • Description: A bone-carved choker with etched ocean-blue runes and a mist-pulsing polished pearl, crafted by shamans of Tikanga and Tapu, enhancing fast-talk in a high-magic world.
  • Depletion: 1 in 1d20 (after 3 uses without recharging near a ley line for 1 hour).
  • Effects:
    • Tide’s Counsel: Adds +1 to interaction tasks for fast-talk or negotiation within immediate range, always active.
    • Tapu Ward: Reduces duration or intensity of magical coercion or charm effects by 2 points, usable once per 10 hours or until recharged.
    • Mana’s Flow: Grants a +2 bonus to persuasion or deception tasks with a target within 10 feet for 1 minute, requiring an Intellect task (difficulty 2). 3 uses per recharge.
    • Tapu’s Voice: Creates a level 2 area effect, imposing -2 to a target’s resistance roll against persuasion within 15 feet (Might defense roll, difficulty 2, to resist). 1 use per recharge.
  • Modification: Can be upgraded to level 3 with a crafting task (difficulty 4) using spiritual ritual materials (2 shins).
  • Value: 8 shins (standard trade value).
  • Notes: If depleted, roll 1d6 (1-2: choker dims, -1 to next persuasion task; 3-6: no effect). Reflects Saṃsāra’s ley line spiritual magic.

Pathfinder 2e – Tikanga 503 of the Sea’s Command

  • Item Level: 2
  • Price: 8 sp
  • Usage: Worn (neck choker); Bulk: L
  • Description: A bone-carved choker with glowing ocean-blue runes and a central polished pearl pulsing with mist, crafted by shamans of Tikanga and Tapu, designed for fast-talk roleplay.
  • Accessories: Requires attunement (1 hour).
  • Effects:
    • Tide’s Counsel: Gain a +1 item bonus to Diplomacy checks when engaging in fast-talk or negotiation within 10 feet, always active.
    • Tapu Ward: Reduce duration or damage from magical coercion or charm effects by 1 round or 2 points, usable 1/day or until the next daily preparations.
    • Mana’s Flow: Activate (1 action) to gain a +2 bonus to Diplomacy or Deception checks to influence a target within 10 feet for 1 minute, requiring a DC 15 Charisma check. 3 charges, regain all after a long rest near a ley line.
    • Tapu’s Voice: Activate (2 actions) to create a 15-foot-radius aura, imposing disadvantage on a target’s saving throw or skill check to resist persuasion (Will save DC 17, to resist). 1 charge, regain as above.
  • Hardness: 5; HP: 20 (BT 10); Reduced by 5 per failed activation (repaired with Crafting, DC 15, and 2 sp).
  • Traits: Magical, Fast-Talk, Tikanga
  • Notes: If neglected (no maintenance for a week), roll a DC 11 flat check (1-5: -1 item bonus to persuasion until repaired).

Savage Worlds Adventure Edition – Tikanga 503 of the Sea’s Influence

  • Type: Enchanted Gear
  • Cost: 8 silver coins
  • Weight: 0.1 lbs
  • Description: A bone-carved choker with glowing runes and a mist-pulsing polished pearl, crafted by shamans of Tikanga and Tapu, boosting fast-talk skills.
  • Powers:
    • Tide’s Counsel: +1 to Persuasion rolls when engaging in fast-talk or negotiation within 10” (yards), always active.
    • Tapu Ward: Soak 2 points of damage from magical coercion or charm effects, usable once per encounter or until rested.
    • Mana’s Flow: Spend 1 Power Point to gain a +2 bonus to Persuasion or Taunt rolls to influence a target within 10” for 1 round, requiring a Persuasion roll. 3 Power Points max, regain after 1 hour rest near a ley line.
    • Tapu’s Voice: Spend 2 Power Points to create a MBT (Medium Burst Template) aura, imposing -2 to a target’s resistance roll against persuasion (Spirit roll vs. TN 4, to resist). 1 use per encounter.
  • Durability: Toughness 6, 10 wounds, loses 2 wounds per failed activation roll (repaired with Repair skill, TN 4, and 2 silver coins).
  • Edges/Requirements: Requires Persuasion d6 to use effectively.
  • Notes: If used 3+ times without rest, roll a d6 (1-2: choker dims, -1 to next persuasion roll; 3-6: no effect). Reflects Saṃsāra’s spiritual shamanic theme.

Shadowrun 6th Edition – Tikanga 503 of the Tide’s Command

  • Category: Gear (Magical Focus)
  • Description: An elegant bone-carved choker with glowing ocean-blue runes and a polished pearl pulsing with mist, crafted by shamans of Tikanga and Tapu as a neck gear, enhancing fast-talk.
  • Cost: 8,000¥ (adjusted for magical rarity and spiritual significance).
  • Availability: 12F (restricted, requires magical or diplomatic contacts).
  • Essence: 0.2 (minimal Essence cost for attunement).
  • Stats:
    • Tide’s Counsel: +1 dice pool to Charisma or Negotiation tests when engaging in fast-talk or negotiation within 10 meters, always active.
    • Tapu Ward: +2 dice pool to resist magical coercion or charm effects, usable once per combat turn.
    • Mana’s Flow: Gain a +2 dice pool to Deception or Negotiation checks to influence a target within 10 meters for 1 Combat Turn, requiring a successful Charisma + Magic [Force 2] test (Threshold 2). 3 uses, recharge 1 hour near a mana line.
    • Tapu’s Voice: Create a 15-meter-radius aura, imposing -2 dice pool to a target’s resistance roll against persuasion (Opposed Willpower + Charisma test, Threshold 3). 1 use, recharge as above.
  • Durability: Device Rating 5, 10 Structure, loses 2 Structure per failed test (repaired with Hardware + Logic [4], 200¥).
  • Gear Qualities: Magical, Spiritual
  • Notes: Overuse (4+ activations) risks a Glitch on next test. Roleplay with spirits or shamans may enhance recharge.

Starfinder – Tikanga 503 of the Tide’s Harmony

  • Level: 2
  • Price: 800 credits
  • Bulk: L (light, worn as a neck choker)
  • Description: A bone-carved choker with etched ocean-blue runes and a mist-pulsing polished pearl, crafted by shamans of Tikanga and Tapu, boosting fast-talk in a high-magic setting.
  • Capacity: 10 (3 charges for Mana’s Flow, 1 for Tapu’s Voice, recharges 1/hour near a magical nexus).
  • Usage: 1 charge per activation
  • Effects:
    • Tide’s Counsel: +1 to Diplomacy or Sense Motive to engage in fast-talk or negotiation within 10 feet, always active.
    • Tapu Ward: Reduce damage or duration from magical coercion or charm effects by 2, usable 1/rest or until recharged.
    • Mana’s Flow: Gain a +2 bonus to Diplomacy or Bluff checks to influence a target within 10 feet for 1 round, requiring a successful Diplomacy or Mysticism check (DC 12). 3 charges.
    • Tapu’s Voice: Create a 15-foot-radius aura, imposing -2 to a target’s resistance roll against persuasion (Will save DC 13, to resist). 1 charge.
  • Upgrade Slots: 1 (can add a minor spiritual effect with a Mysticism check, DC 15).
  • Hit Points: 10; Hardness: 5 (reduced by 2 per failed activation, repaired with Engineering, DC 12, 50 credits).
  • Notes: If depleted, roll d20 (1-5: -1 penalty to next persuasion roll until recharged). Reflects Saṃsāra’s ley line spiritual magic.

Traveller – Tikanga 503 of the Tide’s Voice

  • Tech Level: 8 (magical adaptation)
  • Cost: Cr800 (adjusted for trade value)
  • Weight: 0.1 kg (negligible, neck choker)
  • Description: A bone-carved choker with glowing ocean-blue runes and a mist-pulsing polished pearl, crafted by shamans of Tikanga and Tapu, enhancing fast-talk in a steam-magic world.
  • Effects:
    • Tide’s Counsel: +1 DM to Persuade or Insight checks when engaging in fast-talk or negotiation within 10 meters, always active.
    • Tapu Ward: Reduce duration or damage from magical coercion or charm effects by 2 points, usable 1/encounter or until rested.
    • Mana’s Flow: Gain a +2 DM to Deception or Persuade checks to influence a target within 10 meters for 1 minute, requiring a successful Persuade check (DM 0). 3 uses, recharge 1 hour near a magical site.
    • Tapu’s Voice: Create a 15-meter-radius aura, imposing -2 DM to a target’s resistance roll against persuasion (Endurance check, DM -1, to resist). 1 use, recharge as above.
  • Durability: 5 Structure Points, loses 1 per failed activation (repaired with Mechanics check, DM 0, Cr50).
  • Notes: If used 3+ times without rest, roll 2d6 (8+: choker dims, -1 DM to next persuasion roll). Encourages trade with shamans for spiritual rites.

Warhammer 40,000 Roleplay (Wrath & Glory) – Tikanga 503 of the Tide’s Authority

  • Tier: 1
  • Cost: 80 Throne Geld
  • Weight: 0.1 kg (neck choker)
  • Description: A bone-carved choker with etched ocean-blue runes and a mist-pulsing polished pearl, crafted by shamans of Tikanga and Tapu, enhancing fast-talk in a grim setting.
  • Attributes:
    • Tide’s Counsel: +1 bonus to Persuasion or Awareness tests when engaging in fast-talk or negotiation within 10 meters, always active.
    • Tapu Ward: Reduce damage from magical coercion or charm effects by 2, usable 1/encounter or until rested.
    • Mana’s Flow: Gain a +2 bonus to Persuasion or Deception tests to influence a target within 10 meters for 1 minute, requiring a Persuasion or Willpower test (DN 3). 3 uses, recharge 1 hour near a warp rift.
    • Tapu’s Voice: Create a 15-meter-radius aura, imposing -2 to a target’s resistance roll against persuasion (Opposed Willpower test, DN 3, to resist). 1 use, recharge as above.
  • Durability: 5 Wounds, loses 1 per failed activation (repaired with Tech test, DN 3, 20 Throne Geld).
  • Keywords: Magical, Fast-Talk, Xenos (Tikanga and Tapu origin)
  • Notes: Overuse (4+ activations) risks a Wrath Point expenditure to avoid a Complication. Roleplay with xenos shamanic rites may influence recharge.