Treasures
The White Flag
A good quality flag of white silk. When flying over a ship or place of residence or business, that area will be designated as inviolable by any party. No one, no matter how angry or hate filled, may do violence upon another living being in any area under the flag. Should they attempt it, they will find that the area itself will eject them from the premises and they will not be allowed to return without the express permission of Lurogh.
Based on the Sombran Adored Ability, Neutral Ground
Neutral Ground
Those who bear Somban tend to hate having the neutrality of their homes and places of business defiled. This ability allows the Sombran to declare any piece of property that they own to be Neutral Ground. No one, no matter how angry or hate filled, may do violence upon another living being in any area designated such. Should they attempt it, they will find that the area itself will eject them from the premises and they will not be allowed to return without the express permission of the Sombran. Such permission, of course, usually comes at a price.
Cassion's Navigational Tools
A good-quality (tier 7) navigation tool set, blessed (or cursed) by Cassion that leads to random adventures when used on a map.
The adventure will always end in awarding one piece of tier--appropriate loot (non magical unless consulting a mod) to each member of the adventuring party.
Loosely based on the Hated Curse of Sojourn and Favored Power of Rusalkis, Lucky Break.
Curse of Sojourn & Lucky Break
Lucky Break An ability that is passive in nature, Lucky Break causes random acts of good fortune to befall the Rusalka, anything from accidentally landing a perfect thrust or managing to avoid hitting hard rocks on a fall. However, this ability is random, chaotic, and out of the Rusalka's control, so many Rusalka prefer not to rely on it, especially as once it causes a good stroke of luck to happen, a bad one is certain to shortly follow. (OOC: While players can use this ability, keep in mind that abusing it will result in a loss of points and repeated offenses could be result in firmer action.)
The Hated of Cassion earn his ire, often, through no fault of their own. Seeking safety, security, and longevity, those that most often earn Cassion’s first mark are they who avoid conflict and danger at every turn. These are the rich, the sick, the unfortunate who do not believe they can weather such dangers. These are cowards he encounters along his journey. The Hated of Cassion will find that danger will often find them, but rarely be directed. Those marked in such ways often find themselves nearby in the market when a battle breaks out between a thief and the guards, or accidentally stumbles in on conspirators whispering their disasterous plans. The Hated may find themselves out at sea for fishing and unexpectedly sail straight into a nautical battle between pirates, or see someone go overboard in a heavy storm at a distance. The Hated are simply drawn to the circumstances of story. They are encouraged to engage with it, capture it, make it their own. Some of the greatest of Cassion’s Sojourners began with the first curse and often ask to maintain it, even after earning his favor. For some, being pulled by invisible strings of destiny to be involved in great adventure is no curse at all...but for those he usually marks, it is a terrifying new reality.