Krastivir’s Orblivat

Steel Realms
Krastivir’s Orblivat is an item designed to produce good will and positive feelings to those around it. A boost to festive occasions – originally for the nobility of Dundaria (The Fallen North).

The Orblivat appears as a full perfect sphere, cut in half. The bottom of the flat side is rough and streaked. When light is shone on it, there appears to be small motes that dance around inside it.


Chronicle/Facts of Krastivir’s Orblivat

Item Powers (common and Attuned) can be found under Common Knowledge tab.

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Pervasive Knowledge / Very Easy Difficulty

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Common Knowledge / Easy Difficulty

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

It pulls the attention of the viewer. After several seconds it starts to hum and vibrate slightly.

Item Purpose:

Lesser Attunement (1 Essence total )

i20™ _ Details

iCore iCore™ _ Details


Estimated Value: ? (Silver Crowns)

Item Source: i20™ OR iCore™ #YYYY

Destroying the Item: As an item with inherent mystic nature, it is deeply bound to The Pattern – mere mundane efforts cannot destroy it. It must be melted, disintegrated, or shattered – not merely made Useless.

Uncommon Knowledge / Average Difficulty

Krastivir was a magus of Dundaria before the fall. When the Lich Lords swept out of the capital of Odekrik, Krastavir went with the general Lord Heatherguard, and was wounded defending him. He tried to escape over the Tolkisson Mountain range and died somewhere in there where he met a World Watcher and told his tale before succumbing to the infection of the Lich Lords power. The World Watcher brought the tale forth, and adventurers have been searching for it since.

In CY 9130 the Order of the Black Gorgon looking for Krastivir’s Orblivat. Somehow its return to the settled lands of the Noble East was leaked to them.

Scarce Knowledge / Hard Difficulty

Krastivir was a diviner and one of the Far-Speakers. They were a collection of independent magi that were once apprentices of a powerful mage named Archusea. When he died, the apprentices went their ways but remained in contact. Krastivir’s son was a young herald in the king’s service assigned to the Lord of Heatherguard.

True Origins of its Escape from Dundaria

Krastivir’s son took the powerful item and some of his fathers’ works and fled over the Tolkission mount range using the _ trail. The Frostfang nipped his heels the entire way. He hid the Orbivlat somewhere along or near the trail, thinking he was going to die and be found by the agents of the Lich Lords. He dragged himself out the far side into the _ stretch. He recounted the tale before dying. Since then, adventurers have sought the item and never found it.

Rare Knowledge / Very Hard Difficulty

All of the apprentices of Archusea settled on the edges of the Valley of Sighs, in south Dundaria. They all sought an object their master had spoken of, a powerful object that was left upon the battlefield of the godsrage plain the The Valley of Sighs. Each of them pursued it, a race to find it, secure it, and return with it. For decades they sent mercenaries, spies, strike forces, and adventurers. Many died in this ‘friendly’ competition. Until, in CY ___, right before the Fall of Dundaria, a group sent by Krastivir managed to find it. Somehow the others found out, and the race to secure it was on. Several groups were hired and sent, attacking each other, only to be ambushed by another. Krasivir finally went himself, despite the personal peril. He managed to wrest it from one of his competition’s groups and return north out of the valley.

As part of the efforts of the Tea House Revival, CY 9129, the remains of Krastivir’s Orblivat goes into a snow globe lamp in the Tea Lodge of Sheffet the county of Dunaine. There, it goes to serve in swaying a group of women connected to the Old Rhylian families.


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


Realm's Aptitude Powers: Divine, Occult, and Psychic