HOLY FEATHERWORKS
Featherworks are constructed primarily from Resplendent Quetzal feathers, though a selection of birds are also chosen from. Roll 1d6 on the Featherwork Object table below to see what kind of object the featherwork is.
Featherwork Object
- Headdress
- Face, ear, or throat jewelry
- Sash
- Cloak
- Arm or leg decorations
- Sewn into skin
For each featherwork, roll 1d6. This determines how many points of Draconic Radiance the featherwork can handle. When wearing your featherworks, any Radiance you would suffer instead is transferred into it. Once the object has been overloaded, it burns green and turns to ash, releasing the Radiance back into the atmosphere.
Expeditions are given 4d20 featherworks to distribute amongst themselves. They are difficult to create and more valuable than gold or obsidian and thus given out only sparingly. An expedition that loses its featherworks is doomed to total destruction. If someone dies while hunting in the Heaven Burned, they are to be buried with at least 1 unused featherwork, to prevent the soul from becoming irradiated. All others are taken and distributed amongst the party.
PLUMED WEAPONS
Expeditioner weapons plumed--that is, decorated with feathers--are the greatest survival tools Gatherers have at their disposals.
Every expeditioner is given a single plumed weapon. For each weapon, roll 1d6. This represents how big the pool of d6 the plumed weapon has. When a plumed weapon deals damage to any non-human creature in the Heaven Burned, roll the pool of d6 and add the total to the damage dealt. Remove any dice that roll a 1 from the pool permanently. Once all dice are removed, the feathers turn to ash and the weapon is no longer plumed.
Feathers are worked directly into a weapon's forging. |
PLUMED GODS
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