Ward 237 of Forsaken Sanctuary

by

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Within the realm of Saṃsāra, an enigmatic item known as the “Ward 237 of Forsaken Sanctuary” stands as a testament to the intricate blend of magic and intent that permeates this world. This item embodies the essence of abandonment, not just in the physical sense but also echoing the depths of solitude and protection against unwanted intrusions or discoveries.

Lore: Ward 237 of Forsaken Sanctuary was created during a tumultuous period when the boundaries between realms thinned, allowing the essence of desolation and neglect to imbue this artifact with its power. Crafted by a forgotten order of mages who sought to protect their most sacred and forsaken secrets, this ward carries the weight of histories untold and sanctuaries long abandoned. Its creation was motivated by the need to shield places and objects that were meant to be left untouched, acting as a guardian that deters those who might unwittingly stumble upon secrets meant to remain hidden.

Tier One Stats:

  • Magic Flow Requirement: Low to moderate, adjusts based on the level of abandonment desired.
  • Durability: High, as it is sustained by the ambient magic of its surroundings, drawing strength from the very essence of neglect.
  • Activation Time: Instantaneous, with the ward’s effects growing stronger over time as the place or object it protects becomes more intertwined with the concept of abandonment.

Skills:

  • Aura of Desolation: This skill makes the protected area or object appear insignificant or unworthy of attention to passersby, effectively masking its presence.
  • Guardian’s Repulse: When an intruder with intent to disrupt the sanctity of the warded area or object approaches, they experience an overwhelming sense of dread and foreboding, urging them to turn away.
  • Echoes of the Forsaken: The ward can emit faint, eerie whispers, perceptible only to those sensitive to magical energies, serving as an additional deterrent.

Requirements:

  • Consecration Ritual: The avatar must perform a ritual of consecration, invoking the essence of abandonment and forsaking a personal item of sentimental value to bind the ward to the desired location or object.
  • Magic Affinity: The avatar must possess an affinity for magic, particularly that which resonates with the energies of solitude, protection, and concealment.
  • Knowledge of the Forgotten: Understanding or researching the lore of the order that created the Ward 237 is beneficial, though not strictly necessary, as it enhances the ward’s potency.

Tags:

  • Enchantment: The ward is classified as an enchantment, given its nature to imbue a location or object with specific protective qualities.
  • Protection: It offers a unique form of protection, one that relies on avoidance and the discouragement of discovery rather than physical barriers.
  • Mystery: The origins and true capabilities of the Ward 237 are shrouded in mystery, inviting those who are intrigued by the arcane to uncover its secrets.

The Ward 237 of Forsaken Sanctuary is more than just a protective artifact; it is a symbol of the deep, sometimes melancholic magic that flows through Saṃsāra. It serves as a reminder that some things are meant to be left behind, not out of malice or forgetfulness, but as a necessary aspect of the world’s ever-evolving narrative.

The acquisition of the Ward 237 of Forsaken Sanctuary is a task that requires more than mere financial transactions; it involves a journey into the less trodden paths of Saṃsāra, where magic and mystery intertwine. This artifact cannot be found in regular markets or shops; instead, it is sought through contacts within the arcane, hidden circles of mages, or through expeditions into forgotten libraries and sanctuaries where ancient orders once congregated.

Where and How to Acquire:

  • Arcane Auctions: Occasionally, the Ward 237 might surface at clandestine auctions held by collectors of mystical artifacts. These auctions are typically accessible only to those with significant connections within the world of magic and often require a combination of substantial financial resources and arcane knowledge to participate.
  • Quests for the Order: Uncovering the lore and remnants of the order that created the Ward 237 can lead to quests that, if successfully completed, may reward the seeker with this coveted artifact. These quests often involve delving into ancient ruins, deciphering lost texts, or proving one’s worth through trials that test both magical prowess and understanding of abandonment and solitude.
  • Trade of Secrets: In some cases, the ward may be obtained through a trade not of coin but of secrets. Those who possess knowledge or artifacts of equivalent rarity and value might find willing traders among the remnants of the order or beings that have taken up the mantle of guarding the world’s forsaken secrets.

Cost: The value of the Ward 237 is not easily quantified in standard currency. Its price might range from invaluable artifacts to secrets of equal magnitude. In terms of monetary value, if ever it were to be compared, it could easily be worth thousands of gold pieces or more, depending on the desire and desperation of those seeking its power.

Environment and Usage: The environments best suited for the deployment of the Ward 237 of Forsaken Sanctuary are places or objects steeped in significance, yet meant to be concealed from the world. This could range from ancient ruins hiding arcane knowledge, secret meeting places of covert societies, to personal sanctuaries where individuals safeguard their most precious possessions.

End Results:

  • Protection Through Obscurity: The ward ensures that the protected area or object remains unnoticed, allowing it to exist in a state of perpetual abandonment. This is particularly useful for safeguarding secrets or treasures that must remain hidden from the world.
  • Sanctuary for the Lost: For those seeking to create a haven for items or knowledge that must not be disturbed, the ward provides a barrier not just against physical intrusion but against the curiosity and greed of others.
  • Guarding the Forgotten: In a realm where the past and its secrets are as important as the future, the Ward 237 serves as a guardian of history, ensuring that some legacies remain untouched, known only to those who truly understand the value of what has been left behind.

In essence, the acquisition and use of the Ward 237 of Forsaken Sanctuary are endeavors that go beyond the mundane, tapping into the very heart of what it means to forsake and to protect within the magical realm of Saṃsāra.

The “Ward 237 of Forsaken Sanctuary” not only operates through enchantments that affect the physical realm but also engages deeply with the senses and beyond, into the realm of extra-sensory perception. Here is a detailed account of how it interacts with each of the five senses, along with additional extra-sensory perceptions, upon activation:

  • Sight
    • Perceived: A faint, almost imperceptible glow emanating from the runes etched into the Ward, visible only in the deepest shadow.
    • Description: This subtle luminescence serves as a visual confirmation of the Ward’s activation, designed to be noticed only by those attuned to the arcane.
    • Positives: Offers a means for the bearer to ascertain the Ward’s operational status without drawing attention.
    • Negatives: The glow might be perceived by unintended magical beings sensitive to such emanations, potentially alerting them to the Ward’s presence.
  • Hearing
    • Perceived: Whispering echoes, as if the air itself carries the murmurs of ages past.
    • Description: These whispers are indecipherable, creating an atmosphere of ancient secrecy and solitude around the protected object or location.
    • Positives: Enhances the ward’s deterrent effect by unsettling intruders and dissuading curiosity.
    • Negatives: Persistent exposure to the whispers might cause unease or distraction for the guardian or rightful visitors of the warded area.
  • Smell
    • Perceived: A musty, earthy scent reminiscent of long-undisturbed places.
    • Description: This olfactory illusion further reinforces the sense of abandonment and neglect, making the area seem uninviting.
    • Positives: Contributes to the ward’s camouflage by aligning with the expected conditions of a forsaken site.
    • Negatives: The artificial scent might be confusing or unpleasant to those who are aware of the ward’s true nature and purpose.
  • Taste
    • Perceived: A tang of dust in the air, as if inhaling in a place untouched for eons.
    • Description: This perception, though subtle, is meant to further convince intruders or the uninitiated that they have ventured into a place best left alone.
    • Positives: Adds to the multisensory barrier against intrusion, making the environment seem wholly inhospitable.
    • Negatives: Like with smell, the induced taste might be disconcerting to allies aware of the ward’s effects, potentially requiring them to prepare mentally before entering.
  • Touch
    • Perceived: A slight chill or tingling sensation upon skin contact with the Ward or crossing its protective boundary.
    • Description: This physical sensation signifies the crossing of a magical threshold, delineating the protected from the mundane.
    • Positives: Acts as a physical deterrent to those who might accidentally come into contact with the ward’s area of influence.
    • Negatives: The constant chill can be uncomfortable or draining for individuals tasked with guarding or frequently accessing the warded site.
  • Extra-Sensory Perceptions
    • Magical Intuition
      • Perceived: A deep, inner knowing that the ward is active and the area is under its protection.
      • Description: This sense is akin to a sixth sense for magic users, an unspoken assurance of security.
      • Positives: Provides a layer of confidence and reassurance to the protector or rightful owner of the warded item or location.
      • Negatives: May lead to overreliance on this intuition, potentially overlooking more tangible signs of tampering or breach.
    • Emotional Resonance
      • Perceived: A pervasive sense of solitude and abandonment that resonates on an emotional level.
      • Description: This effect is designed to repel through emotional discomfort, making intruders feel unwelcome or saddened by the prospect of further exploration.
      • Positives: Enhances the ward’s protective capabilities by leveraging psychological deterrents.
      • Negatives: Extended exposure can affect the mood and morale of those aware of the ward, necessitating strong mental fortitude or protective measures.
    • Temporal Dissonance
      • Perceived: A disorienting sensation that time flows differently within the ward’s influence, either faster or slower.
      • Description: This perception plays with the intruder’s sense of timing and urgency, making brief incursions feel prolonged and discouraging lingering.
      • Positives: Adds an additional layer of defense by warping the intruder’s perception of time spent within the protected area.
      • Negatives: Can cause disorientation or anxiety for authorized individuals, possibly affecting their efficiency or well-being during their stay.

Each of these perceptions, both sensory and extra-sensory, serves to fortify the Ward 237 of Forsaken Sanctuary’s primary function: to protect through deterrence, disguise, and the subtle manipulation of reality’s fabric. This multi-faceted approach ensures that the ward’s protection is comprehensive, affecting not just the physical or magical but also the psychological and perceptual realms.

Recipe for Ward 237 of Forsaken Sanctuary

The crafting of the Ward 237 of Forsaken Sanctuary is an arcane process that involves a precise combination of rare materials, specific tools, and a high level of magical skill. This recipe is passed down through secretive orders, available only to those who have proven themselves worthy of its knowledge.

  • Materials Needed:
    • Eclipse Metal: A rare alloy forged during a lunar eclipse, known for its ability to absorb and store magical energies.
    • Ancient Runestone Fragments: Pieces of stone from ancient ruins, imbued with the latent magic of forgotten civilizations.
    • Wisp Essence: Captured essence of a wisp, entities that dwell in places of significant magical power.
    • Tears of Solitude: A potion made from herbs grown in places untouched by sentient beings for centuries, mixed with the essence of a creature that died alone.
    • Ink of Forsaking: A special ink prepared from the ashes of a forsaken tome, mixed with the blood of the crafter, symbolizing the personal sacrifice for protection.
  • Tools Required:
    • Arcanist’s Forge: A magical forge capable of manipulating Eclipse Metal without diminishing its magical properties.
    • Rune Carving Set: A set of tools designed specifically for inscribing ancient runes on magical artifacts.
    • Enchantment Vessel: A container used to mix and prepare magical components in a controlled, enchanted environment.
  • Skill Requirements:
    • Advanced Rune Knowledge: Proficiency in understanding and inscribing ancient runes with precision and intent.
    • Essence Manipulation: Ability to handle and weave essences like Wisp Essence into physical objects without dissipating their energy.
    • Alchemy of Emotion: The rare skill of distilling and incorporating complex emotions, such as solitude, into physical concoctions.
  • Crafting Steps:
    • Preparation of Materials:
      • Begin by refining the Eclipse Metal, using the Arcanist’s Forge to shape it into the amulet’s base, ensuring it is receptive to magical energies.
      • Grind the Ancient Runestone Fragments into a fine powder, to be used later in the enchantment process.
    • Rune Inscription:
      • Using the Rune Carving Set, carefully inscribe the necessary runes onto the amulet. These runes should embody the concepts of protection, abandonment, and concealment.
      • Dip each rune with the Ink of Forsaking, solidifying the crafter’s personal sacrifice and binding the enchantment to the amulet.
    • Essence Infusion:
      • In the Enchantment Vessel, combine the Wisp Essence with the Tears of Solitude, carefully stirring with a rune-inscribed rod to maintain the mixture’s magical integrity.
      • Gently apply the mixture onto the amulet, allowing the essence to seep into the inscribed runes, activating their latent power.
    • Final Enchantment:
      • Hold the amulet within a circle of ancient stones under the light of a new moon, reciting the incantations of forsaking and protection.
      • Focus intensely on the purpose of the Ward, channeling the crafter’s will through the Arcanist’s Forge to finalize the amulet’s enchantments.
    • Sealing the Magic:
      • To seal the enchantments within the amulet, expose it to the first rays of sunlight after the new moon, capturing the balance between light and darkness.
      • Conclude the crafting by wearing the amulet in solitude for a night in a place of power, allowing its magic to align with the crafter’s energies.

Crafting Ward 237 of Forsaken Sanctuary is not merely an act of physical creation but a deeply personal ritual that binds the artifact to its maker’s intent and purpose. The process requires not only technical skill and magical knowledge but also a profound understanding of the nature of protection and the essence of abandonment.

Legend of the Forsaken Ward: A Chronicle Misconveyed

In times before times, when shadows mingled with light and the fabric of the cosmos was yet unweary, there birthed an artifact of profound solitude, known amongst the whispers of the ancient as the Ward 237 of Forsaken Sanctuary. Its genesis, veiled in the enigma of aeons, sprang from the heart of a realm forgotten, where silence held dominion over clamor, and abandonment was the guardian of existence.

The tale, as misinterpreted through the eras, speaks of a mage of unparalleled solitude, whose essence was intertwined with the very concept of forsaken realms. This mage, named only in echoes, wandered the voids between worlds, seeking a sanctuary untainted by the presence or memory of those who dwell in light and shadow. In his quest, he discovered the essence of a place so devoid of life, so replete with the vacuum of existence, that it beckoned to him as a canvas beckons to the artist.

Compelled by visions that danced on the fringe of reality, the mage commenced the crafting of the Ward. He summoned the Eclipse Metal from the tears of stars, the Ancient Runestone Fragments from the ruins that time itself had forsaken, and the Wisp Essence from the breath of voids unknown. With these, he forged the Ward, imbuing it with the essence of solitude, protection, and an eternal whisper of abandonment.

The mage then sought a sanctuary where the Ward could lie in perpetual solitude, a place that would be forsaken by all but the winds of destiny. He found such a sanctuary in the heart of a forest that had never known the footfall of the living, where the trees whispered secrets not meant for the ears of mortals. There, he concealed the Ward, casting it into a slumber of ages, hidden from the gaze of seekers and the grasp of invaders.

As eons turned, the legend of the Ward and its maker faded into the mist of forgotten lore, yet the artifact remained, a silent guardian over a sanctuary that none would ever find. It was said that the Ward did not just protect the physical realm but also the sanctity of solitude, serving as a sentinel over the secrets that were meant to be left undiscovered.

Moral of the Story: In the labyrinth of existence, where truths and myths intertwine, the essence of abandonment serves not as a curse but as a shield, protecting the sanctuaries of the soul from the unbidden gaze of the world. The Ward 237 of Forsaken Sanctuary stands as a testament to the power of solitude, a reminder that some secrets, some sanctuaries, are meant to remain ensconced in the embrace of forsaken silence, guarded eternally by the spirits of solitude.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Ward 237 of Forsaken Sanctuary

  • Type: Artifact
  • Sanity Loss: 1D4/1D8 (Seeing/Using)
  • Effects: Once per scenario, the bearer may activate the Ward to make a location or object significantly harder to find or remember. This is achieved by requiring anyone attempting to find the location or object to succeed on an Extreme difficulty Spot Hidden or Knowledge roll. Additionally, the Ward imposes a -20% penalty to any rolls made to investigate or understand the nature of the warded object or location due to a deep sense of unease and disinterest it conjures.
  • Usage: Activation requires the user to concentrate on the Ward and the place or object to be hidden for 10 minutes, during which they must not be interrupted.

Blades in the Dark

Ward 237 of Forsaken Sanctuary

  • Type: Arcane Implement
  • Quality: Tier III
  • Effect: When used in a downtime activity to secure a location or item, the Ward grants +2d to the engagement roll for any score that involves defending, hiding, or securing that location or item. The Ward also increases the Tier of the location or item for the purposes of concealment and defense by +1, making it more difficult for enemies to find or infiltrate.
  • Usage: Activating the Ward consumes one use of your crew’s arcane supplies or requires a downtime action to attune the Ward to the desired object or location.

Dungeons & Dragons (5th Edition)

Ward 237 of Forsaken Sanctuary

  • Type: Wondrous Item, rare (requires attunement)
  • Effect: The attuned user can cast Nondetection on any object or location once per day without expending a spell slot or material components. Additionally, once per long rest, the user can cast Sanctuary (save DC 15) on a location or item. The effect lasts for 8 hours and does not require concentration.
  • Attunement: By a character who spends a long rest in solitude with the Ward, reflecting on what they wish to protect.

Knave

Ward 237 of Forsaken Sanctuary

  • Type: Magical Artifact
  • Slots: 1
  • Effect: The holder of this Ward may, once per day, declare a location or item as warded. For the next 24 hours, any attempt to perceive, find, or interact with the warded item or location without the holder’s permission must overcome a Save difficulty of 15. Additionally, the warded object or location is treated as if it were under the effects of a Hide spell, requiring anyone who seeks it to first successfully pass a Wisdom check against the holder’s Save DC.
  • Usage: Activation requires quiet contemplation and a verbal declaration of the warding, lasting for at least one minute uninterrupted.

Fate Core System

Name: Ward 237 of Forsaken Sanctuary

  • Type: Artifact
  • Aspect: Hidden in Plain Sight, Shrouded in Ancient Mystery
  • Skills:
    • +4 Concealment (Allows the user to hide places, objects, or even themselves from detection.)
    • +2 Intimidation (Creates an aura of dread that can be used to dissuade curiosity or aggression.)
    • +2 Lore (Grants the user insight into ancient knowledge and forgotten places.)
  • Stunts:
    • Guardian’s Veil: Once per session, the user can declare a scene where the Ward makes an area or object completely undetectable to those not meant to find it.
    • Echoes of the Past: The user gains a +2 bonus to Lore rolls when trying to uncover information about ancient or forgotten sites.
  • Refresh Cost: 2

Numenera & Cypher System

Name: Ward 237 of Forsaken Sanctuary

  • Level: 6
  • Type: Artifact
  • Usable: Indefinite
  • Effect: When activated, this artifact creates a zone around a chosen area or object that becomes nearly impossible to detect. Anyone attempting to find or enter the area without permission must overcome a difficulty of 6. The artifact also induces a subtle sense of dread, discouraging those who might stumble upon the protected area by accident.
  • Depletion: 1 in 1d100 (On a roll of 1, the artifact becomes dormant for one week.)

Pathfinder (2nd Edition)

Name: Ward 237 of Forsaken Sanctuary

  • Type: Wondrous Item
  • Level: 15
  • Aura: Strong Abjuration
  • Activation: Command, 1 Action
  • Frequency: Once per day
  • Effect: When activated, the Ward cloaks an area of up to 100 square feet per level in illusions and wards, making it undetectable by normal and magical means. This includes divination magic below 8th level. Creatures attempting to enter or detect the warded area must succeed on a DC 30 Perception or Will save to recognize the illusion or overcome the magical concealment.
  • Crafting Requirements: Craft Wondrous Item, nondetection, forbiddance, 25,000 gp

Savage Worlds

Name: Ward 237 of Forsaken Sanctuary

  • Type: Arcane Device
  • Requirements: Seasoned
  • Activation: 1 action
  • Power Points: 5
  • Duration: 24 hours
  • Effect: This device creates a powerful veil around a specified area or object, making it imperceptible to both normal senses and magical detection. Anyone who attempts to find or enter the veiled area must succeed on a Notice roll at -4. Additionally, the area within the veil is protected by an aura that induces unease, applying a -2 penalty to any Trait rolls made within or to interact with the area.
  • Notes: Only one such ward can be active at a time. Reactivating the device on a new target dispels the previous effect.

Shadowrun

  • Type: Magical Artifact
  • Rating: 6
  • Activation: Simple Action
  • Effect: Creates an area of effect (10 meters radius) where the object or location becomes nearly impossible to detect through mundane or magical means. -2 penalty to all Perception tests made to find the warded area or object.
  • Duration: 24 hours or until deactivated.
  • Availability: Rare

Starfinder

  • Item Level: 10
  • Type: Magical Wondrous Item
  • Usage: Once per day, standard action to activate
  • Effect: Grants a +10 bonus to Stealth checks for the object or location protected, and makes it undetectable to sensors and divination spells.
  • Duration: 1 hour or until deactivated.

Traveller

  • Type: Ancient Artefact
  • Function: Concealment Device
  • Effect: Reduces the detection signature of a ship or facility by 80%, requiring a Difficult (-2) Sensors check to locate.
  • Use: Once per jump, activated for 12 hours.

Warhammer (Fantasy Roleplay)

  • Type: Enchanted Item
  • Effect: The bearer can cast a veil of obscurity around a chosen place or item, making it imperceptible to those not specifically told of its existence. Counts as a spell with a casting number of 18. Only visible to those with magical sight, who must succeed on a challenging (-10) Willpower test to perceive it.
  • Duration: Lasts until the next dawn.