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Manual

3.19 Relics of Avalon past - for the truly skilled.

In order to push your skill prowess to the heights of post-Ultimate mastery, emulating by oneself the benefits of godly favour, it is necessary to utilise one of the fabled relics of Avalon. These relics, throwbacks from a time before the Divine War, are each imbued with the capacity to inspire - to enable learning beyond learning, to allow a mortal to chase the effect of a divinely favoured skill. For most mortals this boon is worthy of pursuit - the deities are a capricious sort and to own excellence is a greater independence than to obtain it for the unpredictable duration of a divine whim.

To use the relic appropriate to your chosen skill, you must learn (from one of greater skill) in its presence. The relic must be laid upon the ground for the duration of the lesson else your tuition will be slip from your memory almost immediately. Relics cannot be taken indoors, into city-designated buildings, or into inner temples.

Here are the general-skill relics, listed out against the skill to which it is associated: the jade amulet (Constitution), the bone dagger (Survival), the red handkerchief (Perception), the stone slab (Scholarship), the bronze gauntlets (Fisticuffs), the iron rapier (Swordplay), a worn buckler shield (Defence), a silver box (Itemlore), a rusted sickle (Farming), a gold lasso (Riding), a stone hammer (Labours).

And here are the specialist skill relics: an ivory flute (Music), a laurel wreath (Songs), the mask of Iveriol (dramatics), the Isabellan scrolls (Voice), the fur cloak (Endurance), the broken lance (Chivalry), a necklace of skulls (Trapping), a reaver's helmet (Warcraft), a silver cross (Spiritualism), a living branch (Naturalism), a woodsman's cup (Healing), old Talgan's bow (Forestry), the beard 'Alena's Folly' (Thievery), a jar of Hydra blood (Evocation), a mummified corpse (Necromancy), an old oak chest (Elixirs), the ring of Medram (Runes), the book of Lore (Alchemy), Aelgrim's broken skull (Forging), the hand of Asilith (Mysticism), a bag of broken bones (Fatalism), the book of Prophecy (Farsight), a pair of black boots (Stealth), a macabre mirror (Demonology), a sparkling pendant (Candescence), the book of Dylath's journal (Poisons), an ebony wand (Charming), a feathered cloak (Rituals), a dagger of strange alloy (Weaponry) and a clay pipe (Herbs).

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