Land of Wonder Event Shop (OPEN)
Oct 13, 2024 15:45:31 GMT -5
Post by Admin: Soul on Oct 13, 2024 15:45:31 GMT -5
Land of Wonder Event Shop
A handful of brave adventurers have returned from the clutches of evil Fae, surviving living nightmares and uncovering secrets of the portals popping up all over Charon.
Shaa Rhunn , Askr Mimameith , Lady Astrid Stormstone , Blue Raspberry , Caedes Oleander and Shitakibo have successfully conquered their fears
and have unlocked a new permanent specialty shop for the entire site to access!
These items are available to everyone as a new permanent specialty shop.
Shaa Rhunn , Askr Mimameith , Lady Astrid Stormstone , Blue Raspberry , Caedes Oleander and Shitakibo have successfully conquered their fears
and have unlocked a new permanent specialty shop for the entire site to access!
These items are available to everyone as a new permanent specialty shop.
Item | Description | Type | Price |
The Willow Weeps | By pointing at a medium-sized humanoid enemy you select them as the target for this spell. You can choose to summon a large tree which sprouts from the ground, encasing the target within its trunk for a few seconds. Within the trunk they will hear nothing but the sound of crying. The willow's melancholy will sap the target's strength; then release them. They will no longer be able to tap into their own power, stunning all Martial abilities and all Earth Domain spells/abilities of the target for two post. Can be used once per topic. | Earth Domain | 35 Solars |
Dandelion Dance | You can take an action to make little dandelions sprout around your feet for the next three posts. These puffballs provide soft cushioning and protection for your feet, preventing any movement restrictions to effect you. For the duration you will ignore spells, abilities or other affects that attempt to effect your movement in any way. Additionally, you can choose to levitate up to five feet off the ground while your feet are covered. If you are effected by wind, magical or non magical, seeds will blow off and target up to three allies with you, applying this effect to them. Can be used once per topic. | Sky Domain | 25 Solars |
Winter's Frost | Once per topic, you can exude an aura of freezing cold air, that instantly cools down any room or building you are standing in, and covers a medium distance if you are outside. This spell causes the temperature in the immediate area to drop significantly, lowering the effectiveness of heat sources, such as fires or lanterns and freezing small water sources, such as puddles. This aura will remain for three post, and while active, Novice level fire spells can not be used within the aura. | Sea Domain | 30 Solars |
Courting Gift | A spell developed by members of the Primavera court to diffuse combat situations. When you touch a weapon or a physical object capable of dealing damage, blooming, multicolored flowers and vines will sprout along it. For the next three posts, it is no longer capable of dealing damage; instead, when you hit a creature with it, that creature will be healed for one minor wound. This spell can be used once per topic. | Light Domain | 30 Solars |
Unearthly Aroma | You can draw upon the ambient magic of the Land of Wonder. By taking an action, you can create an olfactory illusion of your choice; this can be used to manipulate the smell and taste of things around you. It can be used to either create or cover up a certain smell, or even change the taste of food and drink. This spell can be used to mask your own scent, or distract others with unique, created smells. Can also be effective at hiding foul tasting poisons or making your moms food taste better. | Space Domain | 20 Solars |
Hag Stone | A curiously shaped stone, its smooth surface weathered by time. The Hag Stone has been imbued with the ambient magics of the world around it. When you look through the circle that has been worn into the center of this stone, the ambient magics imbued in the stone allow you to see through the tricks of the fae. You can see through magical illusions created by spells, effects or abilities, including ones from monsters, creatures and Fae. Fairy rings will give off a faint magical aura, allowing you to know what effect the ring will cause while near it. | Item | 25 Solars |
Fae Door | A small, delicately-carved wooden door about the size of your hand. When you open and close it within its small doorframe, it appears to have no effect. However, when you stick this door to the side of the tree, it fuses to the bark; it will remain there for the rest of the topic, and when you place your hand upon the doorknob, you will find yourself shrunk down to a miniscule size, which allows you to seek refuge within the cozy room which has magically appeared within the tree. The room contains tiny furniture and can comfortably house two people. Once set, the room cannot be moved during the thread, but has the added bonus of being easy to conceal. | Item | 30 Solars |
Iron Horseshoe | A horseshoe which has been forged of iron, a common weakness of the fae - it possesses no magical properties, but the horseshoe has commonly been lauded as a good luck charm against the fair folk. Despite its small size, the horseshoe is quite hefty, and it makes a good projectile. When thrown, it acts as a boomerang. When the Iron Horseshoe touches a fae creature, the fae becomes fearful of you for their next post. Additionally, when any small to medium sized creature capable of flight is struck with this horseshoe, they will find their ability to fly stunned for the next post; causing them to fall if they were already in the air. Marksman | Small | Ranged | Marksman 1 Point | 25 Solars |
Bottled Will o' Wisp | A small glass bottle that contains a small, white ghostly light inside. Once per topic, when you are in a heavily forested or marshy environment, you can release the wisp contained within the bottle. The wisp will either lead you to safety, guide you further into the forest, or to a spot where fae magic is heaviest. Its whims and motivations are unknown and disappears after it leads you to your destination, wherever that may be. | Pet Does not count against NPC cap | 25 Solars |
Nibblenynh | A foot-tall fae creature known for its ability to hold grudges and its love of shiny things. These creatures bond to their owner and become protective of them, bringing them small shiny objects and mundane items they can carry with them. They are also easy to offend; if you gift them anything, they consider it a great offense. They only respond to polite questions rather than direct orders, and when not doing anything in specific they will stave away boredom by causing as much mayhem as possible. | Pet Counts Against NPC cap | 25 Solars |
Headless Horse | A terrifying Mount with a coat as black as pitch. Where the horse’s head might be, there is merely a black void, from which a hint of smoke seems to pour out - this dark fae creature does not navigate by sight, but by sensing the shadows, and therefore cannot be deterred by blinding effects. This creature is often viewed as a grim omen of death; where it treads, no life can be grown. When the Headless Horse remains still and makes no movement or action for an entire post, the ground it has tread on becomes barren and no plant-based spells can be used in that immediate area. | Mount Counts Against NPC cap | 40 Solars |
Sigil of the Minister | A tattoo which carries the magic of the Fae courts. Depending on the season, and whichever court is in power, the image changes. This tattoo, frequently worn by sylvan elves, imbues you with ambient, primordial magic of the seasons - with each changing season, your appearance changes slightly to reflect the nature around you. Twice per topic, you can activate this tattoo to tap into your connection of the natural magic in the air around you. For the next post you become so attuned to the environment you can completely camouflage yourself in your surroundings. | Tattoo | 30 Solars |
Herbalist
150 Solars or 1 Mystical Archive Ticket
Herbalist are environmental experts, who have spent plenty of time in nature, understanding and communing with it. Not only do they have a deep knowledge of plant life, but they also possess a unique, almost spiritual connection to nature itself, giving them unique tools to access through their environment.
(You can only have two subclasses active at once.)
150 Solars or 1 Mystical Archive Ticket
Herbalist are environmental experts, who have spent plenty of time in nature, understanding and communing with it. Not only do they have a deep knowledge of plant life, but they also possess a unique, almost spiritual connection to nature itself, giving them unique tools to access through their environment.
(You can only have two subclasses active at once.)
Tree Speaker | By communing with nature you can connect yourself and your senses with any plant life immediately around you. The plants cannot speak, but can impart sensations and simple rudimentary information into your mind of events that have occurred in the area, such as natural disasters, weather, or anything that would have disturbed the plant life physically over a period of time. The older the plant is, the more information you can gain though this connection. This can be done as many times as you would like, however it does require stillness and a calm mind to commune, making it a difficult tool to use while in combat. |
Green Thumb | You have a deep, almost supernatural connection to the natural world which manifests in strange ways. You have the ability to impose your will over the plant life around you, compelling its growth and even being able to grant it mobility. You can now summon a nearby plant to serve you once per topic, which will remain for the duration of the topic or until killed or destroyed. The plant will uproot itself and carry out your commands whether that be to attack or defend, but can not go super long distances away from your person, having to remain in a close proximity. The plant minion also has the following unique traits. Spawn Puffballs Upon animation, the plant minion will sprout two little puffball fungi that grow somewhere on it's body, which can be plucked off and thrown. When the puffball collides with a surface, such as the floor, a wall or another person, it will pop, expelling a cloud of spores in a close range. Anyone caught within the cloud will begin to choke on the spores and have their vision blurred for their next post. This will make it difficult to speak, communicate or see clearly. Healing Sprouts Upon animation, the plant minion sprouts two little pea pods that grow somewhere on it's body, which can be plucked and consumed. When consumed, the pea pod will act as a minor healing potion, healing wounds such as cuts, bruises, and abrasions, removing a minor wound from the consumer. Swarm of Seedlings Once during it's animation, the plant minion can shake itself to release a swarm of really tiny seedlings that scatter across a small area. Anyone who passes through the seedlings will have their movement restricted, stopping them in their tracks and holding them there for a single post and preventing them from using any movement enhancing abilities. If the swarm is shaken directly onto an enemy, the seedlings will cover their body and completely restrain them for one post, preventing them from moving or using any physical actions. Spells may still be used. |
Naturalist | You are an expert at identifying plants and animals around you. Using your knowledge of the natural world and the medicinal properties of nature, you can create salves, remedies, and other consumable elixirs from things you forage from the environment. Using this ability, you can create two consumables during the topic which can have one of the following effects. - Heals a Minor Wound - Removes a Fear effect - Cleanses a toxin, poison or acidic effect - Removes a Blinded condition - Removes a status condition from elemental effects |
Hallucinogenic Herbs | Through your travels, you have found (or experimented with) various strange and dangerous plants that can be found across Charon. You keep a stash of these rare plants in your back pocket for a rainy day, which can be quickly thrown together to create a toxin or poisonous oil. These creations can be applied to weapons or open wounds, applying the effects of the plant when ingested, consumed or it enters the bloodstream. Due to their dangerous nature, you can only keep one of each plant listed below on your person per topic. Angel Leaves A single white leaf that can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer will begin to feel nauseous, as if they are constantly falling. For their next post, they will feel extremely dizzy and will constantly fall over, no matter how hard they try to stay standing. While on the ground, any attempt to get up will fail, and they will feel dizzy for the duration. Nisshoku Blossom A dangerous, shriveled, black petal often kept in a jar or vial, which can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer will instantly feel sick, their mind beginning to be filled with random hallucinations of terror and dread. For the next two post, the consumer will be under the fear effect of anything and everything. They will make any attempt to remove themselves from the situation, all while throwing up and dry heaving. Candelie A single red leaf that looks as if it might give off a tiny bit of warmth, which can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer will suddenly feel extremely tired, their eyes becoming heavy as they are lulled into a magical sleep. On their next post, the consumer will fall unconscious, collapsing where they stand and sleeping on the ground. They will remain unconscious for the entire post or if they sustain any negative effects, such as damage. Spike Moss A small clump of black, stringy plant that is best kept in a closed container due to the gas it emits, which can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer's skin will begin to rash, large splotches of irritated skin popping up all over their body. For the next two post, their skin will become increasingly susceptible, turning any damage they take for the duration into a major wound. |