Wave-incised dusky blue stone: Difference between revisions

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<table><tr valign="top"><td><!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.-->
A '''wave-incised dusky blue stone''' was auctioned off at the [[Ebon Gate 2009]] [[Ebon Gate 2009 auction list|auction]].
A '''wave-incised dusky blue stone''' was auctioned off at the [[Ebon Gate 2009]] [[Ebon Gate 2009 auction list|auction]].
{{TOC limit|2}}

==Description==
==Usage==
{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
;a wave-incised dusky blue stone
|- {{verbtableheader}}
! scope="col" style="width:5em;"|Verb
! scope="col"|First
! scope="col"|Second (Only if applicable)
! scope="col"|Third
|-
! scope="row" role="rowheader"|TAP
|<!-- First Person View --> {{addmetext}}
|<!-- Second Person View --> {{addmetext}}
|<!-- Third Person View --> {{addmetext}}
|}
==Additional Information==
===Show===
<pre{{log2}}>
Suspended from a chain of heavy rolaren links, the stone is worn smooth save for the precise incisions that form a stylized cresting wave on its flattest face. Striations in the rock glimmer with faint threads of silver, but the stone appears natural and unspectacular. It might be any stone plucked from a beach but for the precision of the etchwork.
Suspended from a chain of heavy rolaren links, the stone is worn smooth save for the precise incisions that form a stylized cresting wave on its flattest face. Striations in the rock glimmer with faint threads of silver, but the stone appears natural and unspectacular. It might be any stone plucked from a beach but for the precision of the etchwork.
</pre>
===Abilities===
This item can be tapped to transport the user and their group to a local shrine of [[Charl]]. It can be used twice per day. No training is needed to activate the stone, nor does the user need to be a follower of Charl. All members of the group receive 'wet' zests after teleportation.
===Travel Messaging===
;Third person (arriving): A tidal surge sloshes into the area, depositing XXX before receding.


;Third person (departing): XXX taps a wave-incised dusky blue stone that he is wearing, causing it to shimmer with ultramarine light.
==Abilities==
:A towering wave appears suddenly, washing XXX away without a trace.
This item will transport the user and their group to a local shrine of [[Charl]].


;First person: You tap a wave-incised dusky blue stone that you are wearing, causing it to shimmer with ultramarine light.
==Destinations==
:A restless wave of water overtakes you, sweeping you off your feet and plunging you deep into its salty depths. When the water recedes, you find yourself elsewhere...
===Destinations===
====Solhaven====
====Solhaven====
>tap stone<br>
You tap a wave-incised dusky blue stone that you are wearing, causing it to shimmer with ultramarine light.<br>
A restless wave of water overtakes you, sweeping you off your feet and plunging you deep into its salty depths. When the water recedes, you find yourself elsewhere...

[Solhaven, Charl's Quay]<br>
[Solhaven, Charl's Quay]<br>
A small altar has been constructed here, made of wood from destroyed ships and decorated with chips of coral and tiny pearls. Breakers wash over the monument, as if in reminder of whom it belongs to. Very few offerings have been placed here, and the area shows signs of disuse. A large barnacle-covered trident has been driven into the sand just behind the altar.<br>
A small altar has been constructed here, made of wood from destroyed ships and decorated with chips of coral and tiny pearls. Breakers wash over the monument, as if in reminder of whom it belongs to. Very few offerings have been placed here, and the area shows signs of disuse. A large barnacle-covered trident has been driven into the sand just behind the altar.<br>
Obvious paths: east<br>
Obvious paths: east
><br>
Damp trickles of water drip from the ends of your hair.


====Wehnimer's Landing====
==Loresong==
[The Sea's Judge]<br>
As you begin your song, your eyes are drawn to the surface of the dusky blue stone. The rest of the world seems to fall away, and while you are still holding the stone, its surface is no longer finely carved but still unfinished. Your hands, the hands of the craftsman, work with expertise unfamiliar to you, carving with subtle skill the image of Charl upon the face of the stone. As you work, your chant weaves threads of mana through the device, each conforming to the image of the Arkati. Your chant ends, and you realize that you are once again holding the completed stone, though your eyes now better appreciate the detail of the carving.
Water dances about you in lazy waves as you float in this underground pool. The chamber above is domed and uncommonly smooth, and there are no visible exits save for the opening you just swam through. Looking upward, the most prominent thing visible is an enormous statue of white coral tinged with blue flecks. The statue's form glares down at you with impassive, seemingly harsh, blue eyes. You also see a polished mother-of-pearl dais.<br>
Obvious exits: none


====Mist Harbor====
You resume your song, focusing your attention on the dusky blue stone. After a moment, you are overtaken by a sense of vertigo as the scene shifts. You still clasp the stone in your hands, though now they appear to be old and wizened beyond your age. You are reaching out with your aura, sensing the fine lines of mana layered through the stone beneath the visage of Charl on its surface. With a mastery unfamiliar to you, your voice intones a powerful spell of the spirit realm, weaving the threads of mana into the proper patterns to hold the magic. You finish the incantation and hold the stone aloft, but you now realize that you have broken off your loresong, though now your perception of the magical nature of the stone is enhanced.
[Lighthouse Path]<br>
A somewhat unsullied brass anchor adorned with barnacles hangs from a sturdy rolaren stand. Wooden planks attached to the anchor form directional signs pointing northwest and west. The lighthouse can be seen on the top of the hill to the northwest.<br>
Obvious paths: southeast, northwest


====Icemule Trace====
The magic of your song swirls about the dusky blue stone, drawing your inner eye to a scene that, though vivid to your sight, you sense must have occurred ages earlier. You are kneeling before a wave-incised altar marked with the symbols of Charl. An aged priestess stands before the altar, attended by three ultramarine-robed acolytes, her rheumy eyes calm but unable to mask an eager anticipation. You reverently hold up the stone, and the priestess reaches down to rest her palsied hands lightly upon it. She begins to chant, her wavering tones curiously interweaving with the notes of your own song. You lose the thread of her chant amid your own melody, but you sense that she had confirmed some great benediction from Charl in the stone.
[Hall of the Seas]<br>
This room is perfectly spherical, like the inside of a crystal ball, except for the circular, sandstone-paved floor. Rather than the depthless blue of glacial ice, these walls reveal a seascape of sand, coral, and waving beds of kelp surrounding you on each side. A small school of herring can be seen swimming here and there, not only behind the walls but overhead as well. You also see a driftwood altar with a chased bronze plate on it and a glacial ice altar with a beryl-inset silver alloy cup on it.<br>
Obvious exits: south, up


====River's Rest====
As you strike up a new verse of your song, you feel your sense pulled violently to a dark scene of battle. You and a small band of ultramarine-liveried liegemen stand besieged atop a hillock, surrounded by half-orc warriors riding enormous, fell wolves. Although you and your allies are holding your own, a deep weariness causes every muscle to ache, and none among you stands unwounded.
[River's Rest, Narrow Point]<br>
Surrounded by water, this narrow strip of beach offers a clear view of Maelstrom Bay and a larger body of water to the south. Small shells litter the beach and an occasional crab scuttles quickly to the safety of the water, leaving a tell-tale track in the soft sands which is soon erased by the gentle breezes. To the east, the mainland seems far away from this quiet and peaceful corner of the island.<br>
Obvious paths: out

====Ta'Illistim====
[Sylvarraend, Foehn Var]<br>
The small wooden bridge spans a cheerfully bubbling brook, its water tumbling over various rocks and fallen limbs in its giddy haste to arrive at its destination. A small bench is set beneath the bridge's railing, providing a peaceful spot for a few minutes' contemplation.<br>
Obvious paths: southeast

====Cysaegir====
[Cysaegir, Brook]<br>
A quaint bungalow rests quietly alongside a bubbling brook teeming with an assortment of fish and other aquatic life, creating a picture perfect scene. The delicate lace curtains from the window of the cobbler's cobby billows gently on a soft breeze. Fiddlehead ferns surround the brook on all sides and clusters of holly trees, crowned with bright red berries and glossy evergreen leaves house a huge host of birds. The air fills with a melodious harmony as they trill their songs.<br>
Obvious paths: northwest

====Zul Logoth====
[Glarstim Cavern, Dock]<br>
Wavering reflections of luminescent toadstools play across the lake's glassy surface like many moons in the night sky. A natural jetty glimmers in the ambient light, where a small shack has been carved out of the salt rock. You also see a bunch of small boats arranged in neat rows alongside the dock and a small fire.<br>
Obvious exits: south

====Ta'Vaalor====
[Ta'Vaalor, Mistydeep River Dock]<br>
The darkness of the Mistydeep swirls about the docks, the nearly black water impenetrable to the eye. Several pleasure boats bob atop the gentle waves created by passing watercraft, bumping the padded edges of the dock. You also see a stack of abandoned crates, a small wooden shack and a dock foreman.<br>
Obvious paths: north

====Kharam-Dzu====
[Kharam-Dzu, East Docks]<br>
A lone wooden dock sways and creaks, awaiting ferryboats traveling the short distance to the mine tunnel. Upstream, the river widens as it begins its journey to the sea. At the northeast end of the riverfront, a small street leads away from the dock and back towards town. You also see a departing ferryboat and a weathered wooden booth.<br>
Obvious paths: northeast

===Loresong===
{| {{loresong}}
|- style="background:maroon; vertical-align: top; font-size: larger; color:white;"
! Loresong
! Reaction
|-
|As you begin your song, your eyes are drawn to the surface of the dusky blue stone. The rest of the world seems to fall away, and while you are still holding the stone, its surface is no longer finely carved but still unfinished. Your hands, the hands of the craftsman, work with expertise unfamiliar to you, carving with subtle skill the image of Charl upon the face of the stone. As you work, your chant weaves threads of mana through the device, each conforming to the image of the Arkati. Your chant ends, and you realize that you are once again holding the completed stone, though your eyes now better appreciate the detail of the carving.
|{{addmetext}}
|-
|You resume your song, focusing your attention on the dusky blue stone. After a moment, you are overtaken by a sense of vertigo as the scene shifts. You still clasp the stone in your hands, though now they appear to be old and wizened beyond your age. You are reaching out with your aura, sensing the fine lines of mana layered through the stone beneath the visage of Charl on its surface. With a mastery unfamiliar to you, your voice intones a powerful spell of the spirit realm, weaving the threads of mana into the proper patterns to hold the magic. You finish the incantation and hold the stone aloft, but you now realize that you have broken off your loresong, though now your perception of the magical nature of the stone is enhanced.
|{{addmetext}}
|-
|The magic of your song swirls about the dusky blue stone, drawing your inner eye to a scene that, though vivid to your sight, you sense must have occurred ages earlier. You are kneeling before a wave-incised altar marked with the symbols of Charl. An aged priestess stands before the altar, attended by three ultramarine-robed acolytes, her rheumy eyes calm but unable to mask an eager anticipation. You reverently hold up the stone, and the priestess reaches down to rest her palsied hands lightly upon it. She begins to chant, her wavering tones curiously interweaving with the notes of your own song. You lose the thread of her chant amid your own melody, but you sense that she had confirmed some great benediction from Charl in the stone.
|{{addmetext}}
|-
|As you strike up a new verse of your song, you feel your sense pulled violently to a dark scene of battle. You and a small band of ultramarine-liveried liegemen stand besieged atop a hillock, surrounded by half-orc warriors riding enormous, fell wolves. Although you and your allies are holding your own, a deep weariness causes every muscle to ache, and none among you stands unwounded.


Suddenly, a terrible, war-like screech echoes over the battlefield as a giant, leathery winged beast down, jaws agape, swoops down to your tenuous redoubt. Sensing pending disaster, you tap a wave-incised stone about your neck. Suddenly the scene dissolves away, and you whisper a short prayer of thanksgiving to Charl.
Suddenly, a terrible, war-like screech echoes over the battlefield as a giant, leathery winged beast down, jaws agape, swoops down to your tenuous redoubt. Sensing pending disaster, you tap a wave-incised stone about your neck. Suddenly the scene dissolves away, and you whisper a short prayer of thanksgiving to Charl.
|{{addmetext}}
|-
|}
==='Wet' Zests===
'''First person messaging:'''
<pre{{log2}}>
Damp trickles of water drip from the ends of your hair.


A large drop of water drips from your chin.
[[Category:Legendary Items]]

A drop of water slides down your face and beads at the end of your nose before plopping with a "Plonk!" to the ground.

Your soaking wet cloak drips a thin trickle of water down your back.

Your bronze silk shirt clings damply about your chest and waist.

A drop of water dribbles off your hat.

Water drips from the bottom of your trousers, dribbling down your legs and causing you to shiver.

Your shoes slosh wetly, dripping water into damp pools around your feet.

Except for a bit of slight dampness here and there, you are nearly dry.
</pre>

'''Third person messaging:'''
<pre{{log2}}>
Damp trickles of water drip from the ends of XXX's hair.

Large drops of water drip from XXX's chin.

A drop of water slides down the tip of XXX's nose and plops with a "Plonk!" to the ground.

Water drips from XXX's soaking wet cloak.

A drop of water dribbles off XXX's hat.

XXX shivers.

Water drips from XXX's shoes, gathering in damp pools around his feet.
</pre>
[[Category:Ebon Gate Auction 2009]]
[[Category:Ebon Gate Auction 2009]]

</td><td>
{{iteminfo
|type= Mechanical<!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" -->
|itemclass= Miscellaneous<!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" -->
|itemtype= <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". -->
|alter= <!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. -->
|ld= <!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. -->
|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". -->
|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. -->
|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".-->
|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.-->
|releasevenue= Velathae <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. -->
|releaseyear= 2009 <!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. -->
|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. -->
|tiered= <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. -->
|tiersnumber= <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). -->
|unlock= <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.-->
|legendary= Yes<!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). -->
|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. -->
|loresong= <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. -->
|corrscript= <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= -->
|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. -->
|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". -->
|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. -->
|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. -->
|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. -->
|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. -->
|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. -->
|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. -->
}}
{{itemverb
|verb= TAP<!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with "verb2=" - "verb28=". Verbs should be listed in alphabetical order, not by tier.-->
}}
</td></tr></table>

Latest revision as of 18:20, 9 December 2022

A wave-incised dusky blue stone was auctioned off at the Ebon Gate 2009 auction.

Usage

Verb First Second (Only if applicable) Third
TAP This section has not been added yet; please add to it now! This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!

Additional Information

Show

Suspended from a chain of heavy rolaren links, the stone is worn smooth save for the precise incisions that form a stylized cresting wave on its flattest face. Striations in the rock glimmer with faint threads of silver, but the stone appears natural and unspectacular. It might be any stone plucked from a beach but for the precision of the etchwork.

Abilities

This item can be tapped to transport the user and their group to a local shrine of Charl. It can be used twice per day. No training is needed to activate the stone, nor does the user need to be a follower of Charl. All members of the group receive 'wet' zests after teleportation.

Travel Messaging

Third person (arriving)
A tidal surge sloshes into the area, depositing XXX before receding.
Third person (departing)
XXX taps a wave-incised dusky blue stone that he is wearing, causing it to shimmer with ultramarine light.
A towering wave appears suddenly, washing XXX away without a trace.
First person
You tap a wave-incised dusky blue stone that you are wearing, causing it to shimmer with ultramarine light.
A restless wave of water overtakes you, sweeping you off your feet and plunging you deep into its salty depths. When the water recedes, you find yourself elsewhere...

Destinations

Solhaven

[Solhaven, Charl's Quay]
A small altar has been constructed here, made of wood from destroyed ships and decorated with chips of coral and tiny pearls. Breakers wash over the monument, as if in reminder of whom it belongs to. Very few offerings have been placed here, and the area shows signs of disuse. A large barnacle-covered trident has been driven into the sand just behind the altar.
Obvious paths: east

Wehnimer's Landing

[The Sea's Judge]
Water dances about you in lazy waves as you float in this underground pool. The chamber above is domed and uncommonly smooth, and there are no visible exits save for the opening you just swam through. Looking upward, the most prominent thing visible is an enormous statue of white coral tinged with blue flecks. The statue's form glares down at you with impassive, seemingly harsh, blue eyes. You also see a polished mother-of-pearl dais.
Obvious exits: none

Mist Harbor

[Lighthouse Path]
A somewhat unsullied brass anchor adorned with barnacles hangs from a sturdy rolaren stand. Wooden planks attached to the anchor form directional signs pointing northwest and west. The lighthouse can be seen on the top of the hill to the northwest.
Obvious paths: southeast, northwest

Icemule Trace

[Hall of the Seas]
This room is perfectly spherical, like the inside of a crystal ball, except for the circular, sandstone-paved floor. Rather than the depthless blue of glacial ice, these walls reveal a seascape of sand, coral, and waving beds of kelp surrounding you on each side. A small school of herring can be seen swimming here and there, not only behind the walls but overhead as well. You also see a driftwood altar with a chased bronze plate on it and a glacial ice altar with a beryl-inset silver alloy cup on it.
Obvious exits: south, up

River's Rest

[River's Rest, Narrow Point]
Surrounded by water, this narrow strip of beach offers a clear view of Maelstrom Bay and a larger body of water to the south. Small shells litter the beach and an occasional crab scuttles quickly to the safety of the water, leaving a tell-tale track in the soft sands which is soon erased by the gentle breezes. To the east, the mainland seems far away from this quiet and peaceful corner of the island.
Obvious paths: out

Ta'Illistim

[Sylvarraend, Foehn Var]
The small wooden bridge spans a cheerfully bubbling brook, its water tumbling over various rocks and fallen limbs in its giddy haste to arrive at its destination. A small bench is set beneath the bridge's railing, providing a peaceful spot for a few minutes' contemplation.
Obvious paths: southeast

Cysaegir

[Cysaegir, Brook]
A quaint bungalow rests quietly alongside a bubbling brook teeming with an assortment of fish and other aquatic life, creating a picture perfect scene. The delicate lace curtains from the window of the cobbler's cobby billows gently on a soft breeze. Fiddlehead ferns surround the brook on all sides and clusters of holly trees, crowned with bright red berries and glossy evergreen leaves house a huge host of birds. The air fills with a melodious harmony as they trill their songs.
Obvious paths: northwest

Zul Logoth

[Glarstim Cavern, Dock]
Wavering reflections of luminescent toadstools play across the lake's glassy surface like many moons in the night sky. A natural jetty glimmers in the ambient light, where a small shack has been carved out of the salt rock. You also see a bunch of small boats arranged in neat rows alongside the dock and a small fire.
Obvious exits: south

Ta'Vaalor

[Ta'Vaalor, Mistydeep River Dock]
The darkness of the Mistydeep swirls about the docks, the nearly black water impenetrable to the eye. Several pleasure boats bob atop the gentle waves created by passing watercraft, bumping the padded edges of the dock. You also see a stack of abandoned crates, a small wooden shack and a dock foreman.
Obvious paths: north

Kharam-Dzu

[Kharam-Dzu, East Docks]
A lone wooden dock sways and creaks, awaiting ferryboats traveling the short distance to the mine tunnel. Upstream, the river widens as it begins its journey to the sea. At the northeast end of the riverfront, a small street leads away from the dock and back towards town. You also see a departing ferryboat and a weathered wooden booth.
Obvious paths: northeast

Loresong

Loresong Reaction
As you begin your song, your eyes are drawn to the surface of the dusky blue stone. The rest of the world seems to fall away, and while you are still holding the stone, its surface is no longer finely carved but still unfinished. Your hands, the hands of the craftsman, work with expertise unfamiliar to you, carving with subtle skill the image of Charl upon the face of the stone. As you work, your chant weaves threads of mana through the device, each conforming to the image of the Arkati. Your chant ends, and you realize that you are once again holding the completed stone, though your eyes now better appreciate the detail of the carving. This section has not been added yet; please add to it now!
You resume your song, focusing your attention on the dusky blue stone. After a moment, you are overtaken by a sense of vertigo as the scene shifts. You still clasp the stone in your hands, though now they appear to be old and wizened beyond your age. You are reaching out with your aura, sensing the fine lines of mana layered through the stone beneath the visage of Charl on its surface. With a mastery unfamiliar to you, your voice intones a powerful spell of the spirit realm, weaving the threads of mana into the proper patterns to hold the magic. You finish the incantation and hold the stone aloft, but you now realize that you have broken off your loresong, though now your perception of the magical nature of the stone is enhanced. This section has not been added yet; please add to it now!
The magic of your song swirls about the dusky blue stone, drawing your inner eye to a scene that, though vivid to your sight, you sense must have occurred ages earlier. You are kneeling before a wave-incised altar marked with the symbols of Charl. An aged priestess stands before the altar, attended by three ultramarine-robed acolytes, her rheumy eyes calm but unable to mask an eager anticipation. You reverently hold up the stone, and the priestess reaches down to rest her palsied hands lightly upon it. She begins to chant, her wavering tones curiously interweaving with the notes of your own song. You lose the thread of her chant amid your own melody, but you sense that she had confirmed some great benediction from Charl in the stone. This section has not been added yet; please add to it now!
As you strike up a new verse of your song, you feel your sense pulled violently to a dark scene of battle. You and a small band of ultramarine-liveried liegemen stand besieged atop a hillock, surrounded by half-orc warriors riding enormous, fell wolves. Although you and your allies are holding your own, a deep weariness causes every muscle to ache, and none among you stands unwounded.

Suddenly, a terrible, war-like screech echoes over the battlefield as a giant, leathery winged beast down, jaws agape, swoops down to your tenuous redoubt. Sensing pending disaster, you tap a wave-incised stone about your neck. Suddenly the scene dissolves away, and you whisper a short prayer of thanksgiving to Charl.

This section has not been added yet; please add to it now!

'Wet' Zests

First person messaging:

Damp trickles of water drip from the ends of your hair.

A large drop of water drips from your chin.

A drop of water slides down your face and beads at the end of your nose before plopping with a "Plonk!" to the ground.

Your soaking wet cloak drips a thin trickle of water down your back.

Your bronze silk shirt clings damply about your chest and waist.

A drop of water dribbles off your hat.

Water drips from the bottom of your trousers, dribbling down your legs and causing you to shiver.

Your shoes slosh wetly, dripping water into damp pools around your feet.

Except for a bit of slight dampness here and there, you are nearly dry.

Third person messaging:

Damp trickles of water drip from the ends of XXX's hair.

Large drops of water drip from XXX's chin.

A drop of water slides down the tip of XXX's nose and plops with a "Plonk!" to the ground.

Water drips from XXX's soaking wet cloak.

A drop of water dribbles off XXX's hat.

XXX shivers.

Water drips from XXX's shoes, gathering in damp pools around his feet. 
Wave-incised dusky blue stone Information
Type Mechanical
Item Classification Miscellaneous
Item(s) Applied to
Alterable
Light/Deep
Original Release Venue Velathae
Original Release Year 2009
Legendary Yes
Item Verbs
TAP