If said alloys could be created, I imagine that you would have rulers with the traditional magical protections in place, as well as an alloyed form of this as jewelry that reacts to magics that work to influence or control the ruler's mind. Priestly types might have relics that react to 'holy' or 'unholy' magic. Or, if you're a specialzed kind of spellcaster, you might have something that doesn't react to your own form of magic, warning you of other potential hazards in the area.
Quite an intriguing item, and definitely with plenty of potential. Go to Comment
I could see an unscrupulous sort using this against the merchants, in turn; a minor, easily hidden cantrip, worked on the scales as the merchant puts things on it, and you could get people up in arms about manipulations. Easy to prove wrong, but certainly likely enough to cause some havoc in a crowded store and allow, say, a mystically inclined pickpocket to practice his craft much more easily. Go to Comment
Worn by a king, noble or just someone with a reason to fear the magic users, it changes colour when a wizard, witch, shamen or magical creature is close by, allowing the wearer to take evasive action or prepare for combat. Go to Comment
As with all things, the GM should adjust the scarcity with an eye towards it's true impact.
A lot of posts I see can have very powerful affects on a campaign if allowed to occur in large quantities, but the same can be said for classic magical metals like Mithral and Adamantite. Some pretty good subs get low ratings because people extrapolate the impact of large quantities of the material.
The sensitivity of the material I have left somewhat deliberately vauge - the only hint provided is from the passage at the start:
Now, as I bring it near this enchanted helmet, do you see the change? Note how the goblet lightens in shade as I bring it closer?
It is up to you how strong that helmet was in magic, and how close he had to bring the goblet for it to change color. Go to Comment
It is supposed to be a physical process, like some materials glow when struck by UV light, so it is difficult to interfere with it apart from blocking the magic emmissions.
Now, since it is not in itself magic, spells could be created to darken the material again or otherwise hide it's feedback. Without any magical energy of it's own, it will have no way to oppose a magical effect.
As for it's mechanical strength, it is an analog to silver and can be mixed with steel or other alloys, but it will reduce the strength of that material. It is much better used as a surface treatment, just as you would silver a sword or arrow. I'm partial to the idea of inlaid runes myself, glowing mystical symbols instead of the whole blade.
In worlds where this metal can be found, use of it to produce devices 'certified' against magical influence would be common. To prevent magical tampering with scales used by merchants, it may be mandated that scales be made or at least coated with such a metal. This of course does not prevent more mundane forms of tampering, but should prevent use of invisable weights. Go to Comment
Intersting idea with even execution. I would of liked a few more applications as to what kind of electrical traps and so on it was used for. We don't get a feel for the amount of power this is. Depending on a gamesystem, skill outweights spell channels, so I needed more examples on that to use this as more than just an inspiration.
Oddly enough, when i read the part about erosion in the poles, the first thing I though of was that it would likely be the mithril pole degrading first since it is the less dense metal. I like the idea alot and it really fits into my K'ton world view. Go to Comment
Molk Peruda is encountered by the PCs on the second day of their journey west from the salt-choked port of Quyn, as they prepare to explore the jungle.
He appears a gaunt, wolfish man, with matted, dark hair that sprouts from his head in dreadlocks, contrasting with his well-oiled, blue-black, conical beard. His eyes are hidden ebon shards beneath thick arching brows, his nose, crooked, long, and reminiscent of a snout. His mouth is a thin, dark line, his teeth unseen even when he parts his lips to speak.
His skin is the color of tallow, surprising perhaps for a renowned jungle guide, yet his natural helm of dreads and the jungle's canopy keeps the sun from bronzing his originally pale flesh. On his back are tattooed three women from the waist up, side-by-side, each resembling the other but of different ages. This is a tattoo of Molk's mother, sister, and daughter. His wife (don't bring her up to him!) was killed by marauding Qullan years ago, and appears as her own tattoo on his broad but sunken chest.
His feet shockingly are turned around 180 degrees at the ankle, facing towards his back! A curse from a pernicious shaman. Molk walks feet backwards (he's used to it) and walks backwards, forwards. This can be very disconcerting and outright creepy to the PCs as he guides them through the rainforest.
Slung from his back is an archer's quarrel of treated wood carved to resemble a stalking leopard, in his hand a re-curved composite bow of horn and sinew, with a pair of vivid, red eyes, each one painted on the opposite side of the hand-grip. In a leather sheath at his belt, hangs a falchion, its pommel adorned with a curved bird's head and beak.