[hider=Important Artifacts/Mythical Items] [h3]Elixir of Life[/h3] An incredibly difficult and expensive concoction to produce, historical records indicate only it has only been made successfully four times since the first written records. Standard effects of drinking the potion include curing all ailments, diseases, and injuries of the consumer and revival of an individual that has perished within the last hour. There are additional effects dependent on the race that drinks it. Currently, production of the Elixir of Life banned throughout every nation due to the catastrophic result that comes from botched attempts. If the exact measurements and procedures are not met in the later stages of the process, the ingredients will set off a devastating explosion killing all living creatures within a certain radius dependent on how far into the process the individual has gone. [h3]Stafff of Guidance[/h3] A remarkable artifact once wielded by the great Isaak Volstryggr, it has remained sealed inside secure vault underneath the Volstryggr compound. Wielding this delicate and dangerous object takes a incredible deal of mental discipline and those weak-willed will find themselves going mad for the duration they possess it. The staff creates multiple personas of the host inside their mind, like hearing 'voices', giving them direction to the goal they currently seek in their mind. However, if there are multiple goals they are seeking within their active thoughts it clouds and muddles the message, often overloading the host's brain. A few seconds of enduring this condition will leave the user with an incredible migraine that will subside over a couple day. A few minutes and temporary psychosis will envelop the user along with temporary short-term memory loss. More than an hour and the user risks permanent memory loss and other irreversible mental conditions. It is recommended that, if it should be used, guidance only on simple, single, and short-term goals be tried. The more complex and longer-term the goal is, the more the user risks permanent mental scarring and personality detachment. [/hider] [hider=Sentinels] Autonomous suits of magically enriched armor containing an artificially created soul upon their creation, employed during the founding of the city of Volstryggr. At the center of each Sentinel resides the Magnus Core, a metallic sphere of highly concentrated magical energy that is their source of life and power. Each Sentinel's core is encoded with four key parameters that guide their actions: safety of the Volstryggr family, safety of their handler, safety of the citizens of Volstryggr, and lastly the safety of the city itself. The only two instances of a Sentinel going rogue was due to their handler being captured by criminal elements and the other was extensive damage to their shell and core. Developed by the late Scientist [ ], the process to create both the sentinel's armor shell and the Magnus core was lost after his death. The current count of Sentinels operational in the city is just under 100. Handlers are chosen directly by the Sentinel regardless of age, although can sometimes come into play. Each Sentinel is host to a wealth of information that is available upon request and have an innate map of the entire city of Volstryggr. Once a Sentinel chooses a handler, an invisible bond is created between the two. This bond effectively allows the Sentinel to know the location of their handler at all times. In times of need, a handler may wear the Sentinel as a living piece of armor. While in that state, extreme strain is placed upon the handler but the benefit is a extreme boost to power beyond what they could do alone. [/hider]