3 points.
Book of Betrayal
A single tome that is wrapped in leather and constantly covered by a large overall silk satin that shivers in golden rays as the sun hits upon its opulent form. The book, upon being uncovered will release the secrets of the other Doom Lords on the map but only currently up to date. In its pages it will fill up with their previous conversations, their minions currents movements and any materials that appear along with all their past life on Earth. It can take hours to get through the meaty slab of pages that reek of fresh ink upon activation.
Upon being activated, anyone who obtains this book will read up on all your activity and secrets when opening it up. This process will continue for each new holder of the book. updating with a new holder and new date with each new reader. The book dosen't tell or make connections. If the book is burned or destroyed it will take a large portion of your will power and intelligence with it. Dragging your memories to the abyss.
4 points
Hook of Horror
A oaken fishing hook with the reeking smell of aged wood and fermenting solution that had long been imbued to keep it together. Black sludge sweats from its pores slowly as if the artifact was nervously anticipating long before you arrived. It's metal is dull, starting to brown and grime had taken steps to home stead on the end and small pedal that controls the still study line of translucence string.
Any worms or bait you try to stick onto the hook scream unnaturally, even without mouths and rot before your eyes. The hook will gain bait whenever you have captured a living victim that can experience pain physically or emotionally. The more agony the more ripe the bait. When used on any waters a shadow in the sea will take it. The victim disappears with all traces. People "lost" this way become vague and unknown to all people, even Doom Lords. Including the Doom Lord using the hook. The more you use the hook the more the shadow in the sea will haunt your dreams.
4 points
Finger of Latauh
The Dismembered Deity of Death: A long crooked staff made of bone that reaches up to a normal mans head points to the sky accusingly with a pointy tip at the end with the texture of an unkept finger nail. It's body is bandaged in countless leather and clothe, each all signed with colorful names and little symbols ranging from hearts to occult to even little grams of childish drawings.
The finger wiggles slightly as you move it about, the tip struggling in its bondage. Anyone who owns the Finger can point at someone and make them mortal, even if they are not mortal by standard physicals means such as light beings or undead. Once a being is killed after the fingers effect it cannot be revived or reanimated. This effects last for 24 hours. The finger acts as an enchanted spear, destroying armor that is not itself highly magical or protected with ease upon slashes.
7 points
The Monument of Me
A large statue made up of odd rock that is jagged in all directions, corrupted by all smoothness with a blocky aspect that appears consistently throughout. Turning what was meant to be an imitation of you into an bizzare art project that tried to tape fragments of parts together to appear to be you. He, by that I mean you. Stands there with his eyes closed and his hands over his chest in a peaceful display.
The monument is tied to you as you are tied to it. Should you be harmed the statue will start to crumble, losing a piece for every wound that it takes. The rock refuses to be cemented back until your wounds are gone. Should you die, will up underneath it in the same position. A part of your body unable to move.
When the statue has lost all of its head you are dead. Should the statue be harmed, you are harmed and cannot heal until it is restored nor can it be restored until you are healed-depending on who took the actual damage- any paralyzed limbs from the statue will recover after a year of recovery years.
4 points.
Heart of Eckenbier
The giant object before you dwarfs most men in size, reaching out into a hug with its heart shaped structure while being thicker than most siege engines. It hangs sternly with the large bolts drilled into its corners connected to the wooden box frame. A long rod with a ball at the hangs by a hook on its side and with the rise of it against the metallic morbid display before you, it springs forth a thudding gong sound that threatens to deafen you as it wobbles the air around it and thuds the dirt beneath it in a display of vibration. You swear you hear the familiar beat of a heart each time you hit it.
The Heart will bring to life all objects around it, including plants, materials and even soil into humanoid or feral like creatures that are neutral towards you and your minions. The heart throbs this power with each hit, without beats every few minutes the created dissipate.
5 points.
The Goblet of Splinters
A simple goblet made from the smoothed and formed bark of a once dried and darken tree sits before you. It's empty cup inside has the fine red lined of what can only be guessed by the cold, smooth hide to be of pottery. The smell however quickly gives way that is in fact sheep stomach linen. Once in a while you hear a moaning creek come from the occasional wary crack that had sprout in the scales of its natural shape. As you pick up the cup it fills with the darkness blocks the view of the bottom and replaces it with infinity.
As you sip your lips blister and bleed from the stabbing pains of emerging splinters that try to root inside you. Some, succeeding. Those that drink from this goblet lose a part of themselves with it and gain a part of the dreaded woods of the wounds that it comes from. Any wound you sustain will slowly be covered by a bark like protection, granting you mild armor. If you drink to all your skin is bark.
An unbearable and painful experience. You will find a single seed at the bottom to plant a Hollow Oak: A tree without insides. Made of pure void. It will casually grow more trees around it. Those that enter a Wounded Woods will find the trees growing spikes and tripping roots. False sounds and whispers will confuse and scare foes.
Wound Bound. As those who convert themselves are known. Become slower. Their movement. Painful. Their limbs will grow back along with their skin. They are unaffected by poisons and those that enter their minds find themselves in the Wounded Woods. The trees will bleed all in unison if something attacks them.
3 points.
Taxilian Sphere
A mangled ball of blood and body sits in a curled caricature of an Armadillo in fright. It's smooths sides are belied by the lumpy bumps hidden underneath its leather like detachments of human skin that emerge as you feel it in your fingers. Wounds like lashes spread out threatens its stability and as it wobbles, they all grew wider before finally it opens up with a slimy slew of sounds that threaten to haunt your dreams of compromised bodies meagerly departing from its own viral layers of muscles.
The insides blossoms forth to show you a series of twitching globular masses of crimson and all of them quiver with anticipation as your fingers approach it. The Sphere will devour any gore placed inside of it. The more the sphere consumes the more bigger it grows, although at a novice rate. It could take hundreds of lives for it to reach the size of your hand.
The sphere can produce a copy of anyone that is has eaten, with the difference that such individuals will have a drastic personality change. While seemingly normal they will harbor eroticas of cannibalism, torture, dismemberment, disembowelment and decapitation. These beings will set out back into their normal lives before murdering as many people as they can, engorging themselves on flesh to the point obesity and then returning to the orb.
This can apply to animals and even monstrous creatures or minions. The sphere can be given basic commands that don't get in the way of its purpose such as "leave a note that they have been ransomed" or "pick up a red sealed letter on the way back" these copies will carry out your commands as long as they don't pose too much a danger to themselves or their routine.
5 points.
Rubic Cube of Chaos
A single cube made up of glass sits before you, it's lanes and a columns all adjustable and colored from blue, red, yellow and green. As it sits before you each face of the cube is one single color, waiting to be mixed up once more for the puzzle to begin. Occasionally you hear the slight snicker of a child raining forth from the shadows, beckoning you. Yet as you put your hand to the toy you get the feeling of power that stiffens you muscles and the confused glare from the sensation of having no idea what you are actually wielding.
The cube is a mystical box of power. Only 1 person may have the cube at 1 time, if multiple people request the cube it will cycle around each owning player after each person makes an adjustment. Mixing up the cube changes and destroys a giant majority of the land, reducing it to a new landscape. Each adjustment changes environments, events and people in the landscape.
If a player is the Callous Caretaker, he can solve the cube instantly but may never purchase it.
3 points.
Window to the Waters
A single window will appear in your dwelling- if it cannot reasonably appear there it will have its own small, empty room- it looms over even the most tallest of man with a long arching dagger head as it sheds light from its blue glow. The ripples of water can be seen from the inside. It dresses the room in a bright blue hue, dancing lines of shadows mark the waves.
Anyone who looks into the window for over an hour will have their reflection sputter apart into a haze. Resembling a frantic lakes surface. While in this state the race, appearance and even sex of the user can be changed by pure will. Destroying the window will unleash its water onto the attacker, purging them of their Doom Lord status and returning them to their true, unmodified identity. This cures insanity, negative god aspects and momentarily clears the affected mind of any dabbling evil forces. Allowing them to think normally again.
6 points.
Cloak of the Crooked
A single cloak that drapes over any man or monsters to their ankles, sparing nothing but their toes in its embrace. The clothe itself is exhumes a veil of smoke that brings forth images of burning flesh and rotting insides. The inside may be comfortable but the outside is exudes heat with hatred, hurling sweat inducing waves in steady breathes over all those within 10 meters of it. The cloak itself appears to be perfectly normal felt, a vague cobalt that crashed into black.
The inside however is crafted of the petrified gaping, eyeless, sliced off faces of the cloak wearers victims. Hands will occasionally reach out and try to touch the wearer from the inside. Any wearer of this cloak may put on a face at will as if they were a mask: once on they will be mind dominated by the soul of the victim whom will take their thoughts assume their normal form instantly.
This soul can be removed at any time and put back into the cloak.
4 points
Rusty Head Cage
A dome cage connected to a pair of steel shoulder straps with several locks located on each side, at the bottom of the neck and two at the side of the head, each of them clunking in a vague, almost laughing clank in the wearers ear as the walk about. The dark steel that makes up the flat bars hug the face as long started to rust, the hues of red blurring out what is old blood stains and the long entropy of time.
The dome can be worn despite shoulder guards but a helmet cannot fit over it. The cage puts up a force field around the users head, making them immune to decapitation, head shots, magic, arrows and guns. The user can, at will enter a rage state in which their body will gain the capacity to use Physical Formation magic within minutes despite their will power. Despite this the cage is not their friend and once it is on it cannot be taken off. The cage will whisper thoughts into their ears, picking at their greatest insecurities in which it will know most.
Each night they will be haunted by a vile dream where they are imprisoned and tortured as a criminal in the medieval era. Their loved ones will appear to look at their corpse or dying, hanging caged body and make commentary regarding their fortunate passing. If the user dosen't find a way to get the cage off, over the months they will go incurably insane and suicidal.
5 points.
Altar of Eternity
A large pedestal of pure marble stone will appear in the highest place of your capital building. If your building has only 1 floor or is too small you will have a small, stone cobble watch tower appear near it in which this pedestal will be at the top. Symbols of death in all its forms dance in a parade in a engraved ribbon by its sides while the top is covered in a single, satin red cloth with a bowel sitting before it.
When you die you will reappear at the altar. Sleeping for a day before you wake up as if everything was fine, however the clothe that you rest on will lose some of its hue and the marble will have blood slowly trickling down into the carvings below it. While this is in effect you are mortal to all forms of death, all of them.
This bowl must be filled with the blood of your closest ally within a week, be they companion-this may not be a standard npc- or a Doom Lord or the dubious powers that grant you your second chance will take back what is theres.
If you die while asleep on the altar you do not revive again.
3 points.
Your own Armor
Select 2 enchantments and a material for your armor. Your enchantments can be basic such as offering you an immunity to 1 type of magic or weapon. Offer a single 1 point of stat boost while worn, protection to mind domination or empath. Numbing or even allow you to use a weak, low level version of a power.
Your armor can be full played or specific parts. It may look however you like. Shields count as its own purchase of this version.
3 points.
Your own weapon
Pick any type of weapon you like besides from automated weapons although flintlock guns are fine. This weapon will have any type of 2 enchantments put upon it. Be it infinite ammo, unbreakable, poison on hit, emitting a magical aura or being able to deflect certain types of attacks or stat boosts.
4 points.
The Lord of Languages Skull
A giant skull the roughly 2 feet wide and 3 foot big. Two long horns point forward from the canine like skull beyond its own extended nose, acting like a fork in anything it punches. The skull is worn like a glove, even if the holder wouldn't be physically able to lift it about the arm it is attached to is treated as if it is 3 in stat despite any weakness of the Doom Lord. The skull is nearly indestructible, only cracking under the most devastating of barrages and powers.
When the skulls horn hit something it will hear a psyche scream in their head that will disorient and confuse them. Reducing their dex to 1 for a brief second. The gaping maw can be opened by will and used to grab things. The corpse will occasionally mutter things in an random language, cursing the world for its fate and swearing vengeance to the doom lords and gods.
3 points.
Sword of the Slain
A simple long, steel sword that has been polished regularly. It's handle is a black series of bandages made from fine clothe. Despite it's normal appearance its will reflect around it in a blinding site despite the total lack of light, emitting a small shroud of a ghostly mist that makes things visible to the user. This works under in any environment, even the void.
The sword shivers when around corpses. It calls in the small vibrations to its owners finger, like tugging child hands to be stabbed in flesh, living and the dead although it lacks any mental manipulation powers. When inserted into the dead, the holder can see exactly how they died. They make deals with their souls, offering to bring them back for a day at the cost of their own health. If a spirit challenges the holder to a duel, they must accept.
If they lose, they die. If they win the dead is doomed to serve as a sentient undead companion until the Doom Lords demise. The sword will glow when unfriendly undead are in the area and can free the souls of the risen in a single slash. Making it the bane of necromancers.
5 points.
Whip of Woes
A purple whip that reaches up to 10 feet in distance, it occasionally slivers about, drooling in its holster and on the users hands. The longer it goes without the taste of blood it will start to quiver more and more, becoming more unruly and may even try to attach nearby friendly minions. When use the whip will let out a loud crunching sound instead of a "crack!" any target it hits will have a small segment of flesh the size of a hand torn off around the slash.
This can remove or disable limbs in a single slash. When you let this vile weapon speak by cracking it in the air it will utter a word of woe which will summon a weak curse on the area around you. This curse can, sometimes. End onto to you and will cause all those, even the holder to experience horrific visions from the very depths of the hungry gods stomach. While it has poor armor effectiveness, the whip can spiral out in a large tantrum on its way back. Allowing it to attack multiple people in a small range before recoiling back to you.
6 points.
Cupids Curse
A bow made in mockery of the old avatar of love, cupid. Forged in the fires by unrequited smith whom, killed his love interest out of jealously when she rejected him. He cursed the hearts of man and the toying of gods. When the dark gods heard his rage they offered him the chance to forge a bow. It's body is bronze but melted, bubbly and seem structurally weak. A low sound of thudding can be heard when the bow strings is plucked and the statue of a metal heart in its front start to pump up more and more.
Anyone hit with the bow will fall in love, even if they are Doom Lord. They will also be wounded. This wound will never heal until they either obtain their interests affections or brutally murder them. Should murder be the cure the wound will fester, become filled with rot and heal slowly...and agonizingly. It scar however will always be sore and count as a 1 endurance. The love interest must be stated by the user to the arrow and it must be someone the target has at least seen once.
7 points.
Eternity's Trade
A ring sits on your index finger, golden with a stony marble bordering the sides in big, pavement like crown to the top and bottom. The single lane of wealth that within this trap has your name engraved upon the side and the other side empty. Blood flows in and out of your body into the words that mark it. It fills you a feeling on completion, as if you haven't been born a yet. A suffocation of darkness and lack of space as you try to make it into the world. The sunniest days seem numb and the most open plains feel like play pens.
You must finger someone to kill: if you kill another doom lord in personal one on one combat, up close then their name will be written in your ring other side. Upon your death they will revive and upon their death you will revive. This continue forever until the ring itself is separated from your body. The ring cannot be worn under a glove as it will not fit. Should the other revived doom lord take off your ring, you both will die.
5 points
Beheaders axe
A large, two handed axe with a wooden handle and curved, wide grinning blade sits is your weapon. It's top is a single eye, organic that peers from side to occasionally and will make odd sounds to you, creaking in its wood when it sees something worth noting and making strange, shuttering sounds of hollow metal when making conversation. Occasionally a big set of fang, grinning teeth can be seen in the whites of the blade when in the right light.
When you behead someone with this axe you heal all wounds you may of obtained that isn't poisonous or obstructed by an intrusion in your body: such as an arrow or a stuck dagger. If your head is cut off a new head from whom you have taken will replace it, slowly growing over the next 5 days. In the mean time the axe acts as your eye, allowing you to perceive things although at a very limited rate. While holding the axe you can penetrate even full plate and wooden creatures will fear you.