The Ten
Commandments

A white porthole bag, sapphire ring, slate cloak, pen, watch, green guidebook, sheathed sword, white gloves, seven colored pearls, dark glasses and a vine-wrapped walnut flute on a mahogany table.

Joshuah Rainstar bears ten artifacts called The Ten Commandments, accompanied by the Flute of Nature. Their gifts unfold through use, patience, and the restoration of nature.

Custody
Personal to the bearer; transfer and separation are governed by each artifact.
Bond
The Ring of the Storm establishes attunement to the collection.
Governing realm
The Submarine. Its internal rules take precedence over the other powers.

Tempest’s Covenant

TC-01
A platinum ring with an oval blue sapphire surrounded by small pearls; clouds gather within the stone.

The Ring of the Storm establishes the bearer’s claim to the entire collection. Its platinum band returns to the left ring finger after any attempt at removal; its sapphire releases drinkable water. Beyond the wearer, the ring gradually alters weather through diminishing circles of influence. Close to the bearer, it can turn the air into a violent outward-moving storm while preserving a sheltered center.

Class
Environmental covenant; permanent bond.
Custody
Visible only to the bearer. Touch remains possible. Removal and damage do not sever the bond.
Activation
Depress the sapphire for water. Sustained rubbing intensifies the local storm; climate effects are passive.
Envelope
Weather influence extends to 250 nautical miles. Height above ground and large bodies of water reduce its reach.
Home override
Weather and active effects cease inside the hidden home. Defensive protection remains.

Detailed record

The ring of the storm is what marks the individual who found the bag as the bearer of the bag and all the items contained within it. The ring is an ordinary ring made of platinum which, when put on, cannot be taken off until death. Attempting to forcibly remove it or to cut off the finger it is on or to cut off the ring will fail- any attempt to damage the ring itself will fail. Any attempt to pull it off the hand will initially succeed but the ring will then re-manifest on the finger. The ring will also regenerate the hand, body, mind, and spirit of the bearer, even if necessarily in the least healthy state, to sustain the ring. Wearing the ring allows the bearer to facilitate the haptic gestures to utilize the watch, pen and the blade without holding them, even if the bearer is completely immobilized.

The ring if put on any finger of any hand will move to the ring finger of the left hand. The ring does not conduct electricity or heat, and remains at body temp. The ring is decorated with a single large sapphire gem surrounded by tiny pearls.

Constraint 1: the bearer can no longer go underground or underwater. Any attempt to do so will result in the bearer levitating and materials and objects around them being destroyed or displaced to facilitate their return to ground level.

Constraint 2: if at any time the bearer is more than 120 feet off the ground, the passive weather effects will be neutralized. If above 60 feet, it will be halved- only the innermost half of circles, only the outermost half of effects applied to them.

Constraint 3: nobody can see the ring except the bearer, but anyone can feel it.

Condition 1: the ring passively facilitates the moderation of climate on the earth but not while within the dimensional home to progressively milder degrees for an extremely large radius around the bearer, terminating in 250 nautical miles. Starting at a 2 mile radius circle and doubling, then doubling again, and following this progressively exponentially larger pattern until the terminal radius is reached, the effects of the ring manifest to each great circle to a degree milder than before. In all cases the effects of the ring augment or attenuate weather patterns passing through the region to achieve the effect, and do not replace them entirely. When the bearer travels or exits a dimensional door, the effect emerges gradually, with the largest circle manifesting first and progressively more inwards circles each manifesting gradually over 48 hours after the previous circle for the greatest to the second greatest and halving for each circle.

When the user travels or enters the dimensional home, the effects immediately begin to vanish, taking 24 hours for the first circle, etc with this effect halving for each larger circle over the course of one day until the last circle disappears. In the first tightest circle, the weather is moderated to a tropical climate with regular storms, precipitation, fog, and lightning. In this circle the temperature is a balmy 78 degrees, the humidity is moderately high, and the sunlight is intensified when visible to a tropical degree, but the UV-C is also moderated as near the tropics 2 inches of rain per week fall. In the second circle, the temperature is moderated to at least the 70s, the humidity is higher than normal, the sunlight slightly brighter, the weather temperate rainforest.

In the third circle, which is 2+4 miles away beginning and the following 8 miles, the effects from the third circle are further moderated to upper 60s, slightly higher precipitation, barely more light, humidity, and the weather patterns halfway between temperate rainforest and the local biome/season. 14 miles away and progressing for 16 miles, the same moderated even further to lower 60s and even more halved intensity of precipitation and other effects. For this 30 mile diameter at least one extra inch of rain per month is seen. From 30-62 miles this effect halves again, and from 62-126 it is halved yet again to a quarter of an inch, minimum temps of lower 50s at this point. From 126-250 nautical miles the last great disk is 1/10th of an inch, upper 40s temps.

This effect does not override the weather patterns or temps of regions where the ambient temp is below freezing naturally, except for the innermost circle. As the bearer approaches the sea or any body of water at least 20 miles in radius of a circle of water, the effects of the circles are reduced- any circle which intersects the body of water is canceled and the effect stack moved one circle down. The ring’s weather effects only increase precipitation and warmth, they do not reduce them. If the precipitation already exceeds the amount brought by the ring, it will not be increased further, and the same to warmth and humidity and all other effects. However, for warmth, if it is warmer than the amount brought by the ring, it will be moderated gradually to arrive at 76 for the innermost circle.

Wind is moderated to no more than a strong wind and increased to no less than a moderate wind.

Condition 2: if the bearer were to suddenly and rapidly rub the ring hard and continually, after a minute of rubbing, for as long as the bearer rubs it, the weather will intensify rapidly in a circle starting 2 feet from the bearer and terminating 250 feet away, until it has the intensity of a hurricane. Winds within the disk increase to EF5, hurricane force winds, and rain falls at a rate of three tenths of an inch per minute through the entire disk, mixed with hail and sleet, with occasional lightning strikes.The effect is fully established after 2 minutes of rubbing, but gale force winds begin as soon as they begin to rub it. The wind always blows away from the bearer in every direction, and no flooding where they stand occurs.

Condition 3: if the ring is ever underwater, the bearer will be surrounded by a bubble of breathable air and made buoyant.

Condition 4: if the gem is depressed, a stream of water will shoot continually from the front of the ring which is pure, cool, potable, and tastes like spring water. The stream is not laminar, it immediately begins to form a spray and disperse, and the volume is enough to fill a 8 oz glass in around a minute. The pressure is sufficient to hit a target at 5 feet.

Condition 5: while wearing the ring, the bearer is immune to electrocution, to drowning, and to fire. They will not catch fire. They are immune to radioactive particles, to cosmic rays, to gamma rays. To xrays and infrared light they appear as background material.

Nightmantle

TC-02
A thick slate-grey hooded cloak hangs in soft folds, its edges gathering the shadows around it.

The Cloak of Protection presents as an ordinary heavy textile, but carries almost no weight on the bearer’s shoulders. Its surface takes up the surrounding shadows, quiets movement, and resists flame, acid, smoke, wind, and damp. The same garment can become a sleeping layer with pillow and blanket, or withdraw into a belt when a cloak would be inconvenient.

Class
Adaptive protective garment.
Custody
Cannot be transferred. In another person’s hands it slips away and dissolves into the floor.
Activation
Wear for protection; lay out within 20 feet for bedding; pull the strap to form a belt.
Limit
Camouflage and quieter movement do not confer invisibility. Poured liquids are not purified.
Recovery
Discarding returns it clean and folded. Cut damage restores when it is released and returned; fire damage repairs automatically.

Detailed record

The cloak of protection is, to all appearances, an ordinary, thick cloak woven of wool, felt, cotton, and other fibers. It is fireproof, it will not become soaked with water or damp, even in contact with water. It can be cut but will mend itself. It cannot be burned in a fire. If thrown into a fire it will come out white and clean like asbestos, but quickly return to its ordinary color. It’s ordinary appearance is a slate grey, which has a lumiance higher or lower depending on the time of day and ambient conditions to resemble the surrounding environment. It blends into objects around it and appears to absorb shadows onto it from the surrounding environment.

Constraint 1: the cloak cannot be thrown away. If thrown away it will be cleaned, folded, and restored into the drawer.

Constraint 2: the cloak cannot be worn by others. If anyone else takes it, the cloak will slip out of their hands and melt into the floor.

Constraint 3: the cloak is not a coffee filter. Liquids poured into the cloak will not be purified, rather, they will take up any impurities found in the cloak.

Condition 1: in this condition the cloak is folded and in the drawer. It cannot be found until the ring bearer reaches for it. The cloak can also be hung on a hook or stored somewhere else in the house until the bearer exists, at which time it is placed in the drawer if not worn by them.

Condition 2: the cloak is donned by the bearer. In this it appears to have weight sufficient to keep it down from the winds, but no more, and indeed, the top has a bit of anti-gravity to counteract the weight of the bottom, such that wearing the cloak is virtually weight-less. The cloak is dense enough to block out cold winds and dry enough to counteract damp weather, and it blocks flames, acid, and smoke. Breathing through it is equivalent to a good mask in any condition of dust, smoke, pollen, or other toxins. If pieces are cut off the cloak, it will not regenerate until dropped and allowed to be restored in the bag, however, damage due to fire will be restored automatically. The cloak allows the user to be stealthy by mimicking their environment in appearance, but does not make them invisible.

It makes their motions more silent, also.

Condition 3: the cloak is rolled up into a pillow at one end and layed on the ground. As long as the bearer is within 20 feet, the cloak will take the form of a soft layer on the ground and a pillow and blanket.

Condition 4: a strap-like section is pulled by the bearer causing the cloak to unravel and mysteriously vanish until it forms a belt, which can be worn as a belt, for situations where a cloak would be inappropriate.

Vesper

TC-03
A dark blue retractable pen with brass clip and click button catches a narrow reflection of sunset.

The pen of daily teleportation opens a passage to a person, a named place, or a remembered destination. Departure requires a deliberate rhythm and a clear intention; arrival is screened for safety. Transit also restores the bearer’s body. When voluntary action becomes impossible, an independent survival response relocates and repairs the bearer without waiting for the pen to be clicked.

Class
Transit and restoration instrument.
Activation
Five tip-extension and retraction cycles, holding each state for at least one second. Five slow blinks provide the same access.
Allowance
One voluntary jump per sundown-to-sundown day, within 1,000 miles along the surface. Departure determines the reset.
Passengers
One person in contact, plus worn or carried objects free of the ground and other supports.
Escalation
Unsafe arrival triggers relocation. If Earth offers no refuge, the survival response can retreat 15 years through time.

Detailed record

Daily teleportation superpower. With this superpower, you can teleport. There are many constraints on how this power can be used, but also many conditions that truly make it super.

How to teleport: slowly blinking, with your eyes in succession closed for at least one second then open for at least one second, blink five times while thinking about being somewhere specific. If you cannot blink, cover your eyes. If you are constrained and cannot do either, you will be automatically teleported the moment you are considered constrained and unable to do either to somewhere safe, where you will be restored. As an alternative, this power can be accessed through the use of a pen, by clicking the head of a special pen which behaves as the dimensional bag with regards to being found on or by the bearer, and which is clicked similar to the way the eyes are blinked- by engaging the tip, then retracting the tip, each for one second, five times in a row.

Constraint 1: you can only teleport somewhere safe. The definition of safe means not being irradiated with high enough levels of energy to cause cancer after 1 week, the air not being poisonous to breathe for a week, a bomb not going to detonate within a week or currently exploding, a hostile situation, electrocution, etc. It must be safe, and it must remain safe for at least 15 minutes or you will be immediately teleported, repeatedly, until you reach a safe location. Safe also means that within 1 day the temperatures will not be over 105 or under 32.

Constraint 2: you cannot teleport to somewhere underground, underwater, into the air, or into an island uninhabited. You can teleport from anywhere. You cannot teleport somewhere that will be immediately within 15 minutes underground, underwater, or in the air over 3 stories. You can teleport into a building up to three stories above the ground. You cannot teleport into a confined space or space that will be considered confined within 1 hour, where confined means either that you cannot escape from it and/or that it is air-tight. You cannot teleport into an air-tight container.

Constraint 3: you can teleport to anyone, any place label, any known place, any city, as long as it is within 1000 miles of your present location in a straight line surface path from your point to the other point. If you are auto-teleported, it will be the nearest safe point on a circle around the original or last destination.

Constraint 4: you can teleport only once per day, where a day is sundown to sundown. However, wherever you teleport from determines when sundown comes. You can teleport many times in less than a day by teleporting west near sundown, but this is only due to the fact that the first jump comes from somewhere that sundown has already happened, where the place you now have arrived at is still before sundown.

Constraint 5: you can teleport one other person with you. Whoever you last touched with the most amount of your body that is still touching them, provided you do not manifest that you want to not teleport them, will be teleported with you. If they are pregnant or an infant is within them to even one degree within their womb or connected by an umbilical cord, the infant is considered part of them. If you teleport with someone your semen is inside of, the semen is considered part of their body for purposes of teleportation, you cannot use teleportation as a form of birth control.

Constraint 6: You can teleport anything you are wearing or carrying as long as it isn't touching the ground and isn't resting on anything else. Water is considered ground unless you are carrying it.

Condition 1: if at any time you would die within 1 day, or are totally paralyzed or comatose, you will be automatically teleported somewhere safe nearby and healed of any condition that would kill you. If you are within 1 day of dying of thirst or hunger, you will be fed to saity and rehydrated for 1 week. If nowhere near is safe, you will be teleported further away. If nowhere on earth is safe, you will be teleported 15 years backwards in time with your memories intact.

Condition 2: your telomeres will be safely lengthened, your antioxidants restored, diseases and illnesses healed and organ functions restored whenever you teleport. Poisons, end-stage metabolic products, advanced glycation end-products, toxins, fluoride compounds, radioactive compounds, cancers, tumors, and foreign bodies will be removed and your body healed. Any implants will be removed and if they replace your body's tissues or organs joints or bones they will be restored fully, including teeth.

Condition 3: if you have teleported more than 73 thousand times, conditions 1 and 2 will no longer be applied to anything but automatic teleportations or to situations where a hostile force has deprived you of your ability to teleport by physical means. You cannot intentionally teleport yourself into a situation that will immediately become untenable and require an automatic teleportation. If you intentionally engage in actions to make life unsurvivable on the earth, you will not be teleported backwards in time.

Condition 4: anyone who teleports with you more than 30 times will have condition 2 applied to them whenever they teleport with you. Anyone who teleports with you continues to teleport with you for automatic teleports in a teleportation chain. Anyone who teleports with you more than 90 times will be immediately aware if you have teleported to a position within 500 meters of them or have just teleported away from them, as long as they are awake.

Condition 5: If you wish to teleport away from a dangerous situation or to escape, and not to teleport to somewhere specific, you will be teleported 1 mile away from your present position, as long as the destination point will allow you to avoid being seen by a hostile for at least 48 hours provided that you would not move from it. If no such location can be identified, the circle will be immediately expanded as many times as are needed to find such a point.

Aevum

TC-04
An analog watch with a blue dial, two side pushbuttons and a knurled crown rests on an open dark leather strap.

The watch of spacetime adjusts the rate at which the bearer or a surrounding sphere experiences time. A personal effect and an environmental effect may coexist, allowing the two rates to diverge. Light, sound, motion, and impacts change with the temporal relationship. The watch continues to record the external date and hour even after a retreat into the past.

Class
Personal and regional time regulator.
Activation
Select slow or fast, turn the crown to choose the target, press again to set the modifier, then press the crown to engage.
Selection
Watch settings address self, 10 metres, 100 metres, or 1 kilometre. Hand gestures also access the power.
Duration
A regional effect lasts no more than one bearer-day. Personal acceleration has a cumulative 24-hour use budget.
Home override
Only the bearer’s own time may be altered within the hidden home.

Detailed record

How to use this power: touch the back of your hands to the other hands five times slowly for at least one second and then parting them for at least one second in succession to pause time. Touch your left hand to your right ear and your right hand to your left ear in the same way as you touched your hands together in pausing time, to speed up time. Meditate on your intention while touching in both cases to alter the effect. If you cannot do either of these things because of paralysis or your body being damaged, you will be sent back in time 15 years. If you cannot do these things because you are constrained, you will be sent back in time until you can.

If you are in prison or a captive situation or in an airtight chamber, you will be sent back in time until you are free.

As an alternative, this power can be accessed in the form of a watch which works in many ways like the dimensional bag with regards to presence on or around the bearer. The watch contains multiple buttons and a timesetting mechanism- the first press of either the slow or fast button selects the (self, 10m, 100m, 1km) circle around the user when the dial is turned, the second press sets the speed modifier, and the press on the end of the dial is used to activate it. The watch also tells time accurately in the real world and keeps track of the date and hour, even if the user is sent back in time, it will keep track of the current time

Constraint 1: you can activate both powers simultaneously provided you activate one for your own body first and the second for a space around you. You can also activate the same power twice and apply it to your own body first and the space around you second.

Constraint 2: you can activate a power to be applied to your own body, but only one at a time.

Constraint 3: you can activate a power to be applied to a sphere up to N diameter around you, where this is relative to the outside world, and unless you apply it to your own body, doesn't affect you otherwise- meaning if you freeze time for the area around you, you are not frozen, but time passes for you the same as for the frozen area. You can choose the diameter of that sphere to either be arms length, the distance you could reach by running full speed in one minute, or the distance you could see if you were standing on a level plane.

Constraint 4: slowing down/pausing time for your own body actually speeds up time. Speeding up time actually does the opposite. The way this works is that for whatever you apply the power to, time continues to pass as normal relative to itself, but relative to the outside world, the outside world appears either sped up or slowed down. If you pause time for your own body, for example, everything but you appears frozen in place, and you could pass an entire day in an hour. If you pause time for a sphere around you, the rest of the world moves quicker than the events in that paused sphere.

Constraint 5: you can choose how much to slow down or speed up time. You can choose either half, one tenth, or 2000 times normal speed to slow down or speed up.

Condition 1: speeding up time for your body causes your body to age more rapidly relative to the outside world because more time passes. Slowing down time, likewise, causes you to age slower. To counteract the detrimental effects of time passing, your body automatically lengthens telomeres and experiences enhanced rejuvenation relative to time acceleration such that you age at a normal rate. Slowing down time doesn't do anything to your body, but the rest of the world will pass you by…

Condition 2: you can only maintain the effective slowing down or speeding up of time for a bubble for one day, meaning that if you pause time, you have one day(relative to your own body) before it resets. If you slow down time for your own body so that you can treat the sphere as paused, that day passes more quickly but the effective result is that the sphere is redundant, relative to you, the entire world is paused. If on the other hand you slow up your own body and speed up the sphere that events within the sphere pass rapidly while the outside world and yourself remain effectively paused, the maximum amount of time that transpires in that sphere before time returns to normal is 24 hours times 2000.

If you speed up the sphere and also yourself, then in 24 hours only you continue to speed up and the sphere returns to normal. The sphere does not automatically dissolve when you fall asleep.

Condition 3: you can only activate each power outside your body once a day, where a day starts and ends at sundown. You can activate it on your own body as much as you like, but the effective multiplication of time(time passing for you more rapidly than the outside world) can only last for 24 hours of your time before it requires a 24 hour cooldown. This is a cumulative load balance where you can activate your power for a given number of hours, then turn it off, and you will effectively restore all 24 hours of usability by simply not using it for more than 12 hours at a time.

Condition 4: if you speed up time relative to the outside world, where the outside world will be more and more paused from your perspective, less and less light will strike you. For this purpose you will appear less visible to others if you are moving faster,and the world will appear darker, but if you are the one paused, you will glow and the world around you will appear brighter. This may lead to difficult situations.. The faster you move, the more quiet you will seem, and the outside world will also seem quieter, but this is also true of pausing time and your hearing. Pausing time for you and making sounds will seem louder to others. Physical impacts are also affected. The more you slow down time for you, the weaker your impacts on others, and the weaker their impacts on you, because time is passing faster for them, the energy releases over a longer time.

Slowing down time enough makes you invincible to any kind of impact. Speeding up time causes your impacts to deal more damage, because more energy is being released in a smaller time frame, but it has no effect on you, because you are moving faster relative to any energy vector than the energy is.

The Verdant Testament

TC-05
A small green-and-yellow hardbound book lies open, with fine lines of text, botanical figures and environmental charts.

The superpowers guidebook is both manual and gatekeeper. Before the bond, it conceals the collection behind discouraging accounts of the ring, adapting its arguments to the reader. Once it accepts a bearer, the cover turns yellow and green and the hidden instructions become legible. Its changing final pages track the condition of Earth’s living systems and recommend acts of restoration.

Class
Selective intelligence; instructional authority.
Custody
The book determines eligibility for the ring. Once bonded, other readers see blank pages.
Interface
The holder’s language, 14-point sans-serif text, generous line spacing, one column per page.
Annotations
Vesper can mark the margins. Water released by the ring erases those marks.
Recovery
After attunement, pages resist cutting, burning, stains, and water. A lost volume returns beside the cloak.

Detailed record

This book, set in 14 point sans-serif typeface with 1.5 spaced lines and pleasant graphics, single column per page, is a small, hardbound novel, somehow in the language of whoever holds it, which describes, initially, the power of the ring to shoot out water when the sapphire is depressed, with a warning not to put the ring on or it can never be removed except by death. Every effort to discourage the recipient of the book from putting on the ring is made through the writing of the book, which appears to talk more about why the ring is shitty bad or unlucky than anything else. However, the book itself is judging the character of the reader and attempting to select the arguments against putting the ring on that most appeal to them.

The book is also allowed to lie about the ring claiming sometimes it spontaneously breaks on its own among other things, or the water being dirty.

Constraint 1: until the ring is put on, the book will contain nothing but lies and little truth about the ring. Even the title and the cover will appear only to be a researcher’s commentary about the ring.

Constraint 2: if the person reading the book and holding but not having put the ring on leaves either behind, the other will disappear along with the bag and all will be restored with the bag, into the bag, into a random place.

Constraint 3: the book decides who can put on the ring.

a person who has killed another person will not be able to put on the ring. It will be too small. A drug addict will be unable to even read the book. A wealthy person(who has assets of land or money or physical property or stocks or bonds in their name or belonging to them as a principle) will be unable to read the book. A person who is unable to read will be unable to wear the ring. It will be too large. A person who is unable to see will not be able to find the ring unless handed to them, and if handed to them, it will be too small. A person who has no fingers will not be able to pull the ring from the bag, nor the book.

A person who is greatly talented in any way but not disliked will not be able to put the ring on. A parent with more than a few children will not be able to become the bearer. The book will try less to convince someone the more they are disliked by others. A person who has made tremendous sacrifices which were not repaid, and for which no repayment was expected, for others will be favored by the book. A person who loves nature and who grieves for harm done to the innocent and the pitiable will be favored by the book.

If a person is murdered while reading the book, but is qualified to receive the ring, they will find the ring on their finger and their body alive in the morning. No attempt to force the ring to fit will work.

Condition 1: this is the default condition of the book, where it only talks about the ring’s crappy power. The cover is a muted dusty brown, the ring appears a tarnished silver which cannot be cleaned, and the bag is dusty and worn and wrinkled. If the book is thrown in the fire it will burn and return to the bag, but that person will be unable to find it again, or the ring.

Condition 2: when the ring is put on by a qualified person, the book will begin to glow. The cover will change colors to yellow and green. The contents will describe all of the other powers but anyone else trying to read the book will see only blank pages. The user will be admonished that they are the caretaker of the earth and their responsibility is to restore nature and promote balance. A set of pages in the back will dynamically change daily to track and graph the concentrations of various toxins and the homeostasis of the earth’s biological realms, along with the current biomass and greening and population of various species, and the book will include recommendations for how to remediate various problems based on what is available.

In this form the book cannot be burned. If tossed or lost it will simply appear in the drawer next to the robe/cloak. The pages cannot be cut or burned or stained or wetted. They can be marked in their margin by the pen, and the water from the ring will erase the markings of the pen.

Thalassara

TC-06
A tall white leather bag with brass fittings, two pockets and miniature portholes; a warm library is visible through one porthole.

Known as the Submarine, this small white leather bag contains a furnished home, library, workshop, and greenhouse. Its exterior follows the bearer, hides when necessary, and refuses destruction. Feet-first entry finds a ladder into the hallway; a separate door provides the exit. A marker placed on the hall map changes where that door opens into the world.

Class
Portable realm; governing sanctuary.
Exterior
Approximately 4 × 8 × 12 inches; white leather, brass fittings, zipper, strap, pockets, and portholes.
Custody
The bearer may admit one guest through the door. The guest must be removed before the bearer leaves.
Habitation
A furnished home at 76.5°F and a greenhouse at 76.7°F. Time inside gradually heals injury and disease.
Precedence
The home’s rules override the other artifacts. An unusable Earth triggers a 25-year retreat without reversing age.
A mahogany library with blue carpet and a coastal bay window opens into a tall glass greenhouse with trees and a pool.
The library opens into the greenhouse. A map in the hall selects the door’s destination.

Detailed record

The Submarine is, in all appearances, a small duffel bag, such as a purse or a ditty bag or a bag for one's bathroom accessories or a small bag with a drawstring to hold things. It appears to be made of white leather, and to have four corners at the base, a carrying strap, brass accoutrements, a zipper, two pockets, and miniature portholes in the sides. It is approximately four inches wide, 8 inches long, and 12 inches tall by all respects, although the measurement is approximate.

Constraint 1: it is not possible to exit or enter the bag except through the declared methods, or to make anything originally from the bag except for food leave the building in any sizable quantity(exceptions for reason of utility exist for example thread for clothing, moisture and air trapped on or in the body of the user)

Constraint 2: nobody else can enter the bag except through the invisible door, and only if the user pulls them in. Only one other person at a time can be pulled in. as long as someone else is in the bag, the user cannot leave it without removing them. If the user wishes the other person to leave by force, they must only leave the bag, the other person will be forcibly removed.

Constraint 3: the bag cannot be lost. It will always manifest near the user, but if the user is in danger, it can manifest as an extremely small bag to be hidden until escape is possible. The bag is capable of manifesting as invisible, or if detected and necessary to be visible for purposes of inspection, will manifest to all hands and machines to be an ordinary duffel bag with some nondescript pens, some hand sanitizer, and other random ordinary things normally found in a bag that are not considered problematic. If the user reaches into one pocket they will find the grab bag contents with the random innocuous items, which are maintained and replenished occasionally, and if they reach into another they can reach into a drawer located within a room of the residence.

The drawer in the residence always contains enough money in the local currency to be used as a small bribe and to pay for fees, tolls, and minor needs.

Constraint 4: the bag cannot be destroyed. If it comes in contact with fire, water, electricity, acid, or other forces of destruction, it will simply warp to somewhere safe, unless the user is currently entering it, in which case it will remain still until this is done. It remains indestructible. The bag also floats. If it is on water, it will automatically warp to near land.

Constraint 5: the bag will always warp to a continental land mass. Any attempt to carry it onto a ship or airplane or traveling to an island by any means, and then entering the bag, will result in the bag warping back to the continent immediately.

Constraint 6: it is not possible to become pregnant or to impregnate someone while both parties are living within the bag.

Constraint 7: if the user is paralyzed, they can still get into the bag by crawling in some way.

Constraint 8: time spent within the bag heals all wounds, injuries, conditions and diseases including starvation or thirst, over time. It is not possible to die within the bag. It does not however counteract aging. When the user dies of old age, they will simply be evicted from the bag instantly. The lifespan of the one who receives the bag is extended by over 5000 years.

Constraint 9: the teleportation ability offered by the pins and the door is subject to the daily rules on teleportation of the pen. Indeed, the pen is what is used to pin the map point on the cork board. However, one additional teleport via door is possible on top of what the shadows/pen share, and the door can always be exited/entered near the bag.

Condition 1: the dimension is entered by the bearer unzipping it and climbing into the bag feet first. To reach in hands first will instead reach inside a cloth bag hanging inside the hallway. Climbing into the bag from any direction results in one's feet finding a rung, and then another and so forth for a ladder leading down- the force of “down” pulling to whatever degree whatever parts of the body are within the bag. Note: this is a one way entry. Anyone else trying to enter the bag will fail, their body parts will only find bag material to make contact with. The bag will automatically expand to the body size of the bearer when trying to enter.

Condition 2: exiting the pocket dimension is as simple as opening the door at the end of the hallway. The door has a spyglass to look out into the real world near the bag. Walking through it opens an invisible doorway near the bag. To exit from any other point on the globe, place a marker on any map(one which cannot be damaged or lost is included, others can be pinned over it) which is pinned to the cork board on the wall in the hallway, and the doorway will manifest there, and upon exiting, the bag will immediately manifest at the position of the doorway near the exit.

Condition 4: the insides of the bag, upon entering, are a dimensional space resembling a one story house without a basement, which is some number of thousand feet square in floorspace, with vaulted 9 foot ceilings, windows and skylights(which cannot be opened) and which allow in light from an island in the alaskan island chain, where the ocean can be seen and grass can be seen outside. The house is always 76.5 degrees, well ventilated, mildly humid, and smelling nicely with faint hints of pleasant cleaners, wooden aromatics, earthy smells, perfumes, and mothballs. The time of day in the home matches that of a tropical island in the Hawaiian chain, but it is never darker than civil twilight outside and never brighter than mid-morning. Some days are cloudy, some rainy, some clearer, but the stars are never visible, only the moon, and the planets peeking through the clouds can be occasionally seen.

All rooms in the house are wired for US 110 volts NEMA 1 and 5. All rooms have skylights and bay windows with comfy cushions. All rooms except the bathroom and kitchen have rich thick carpet in pleasing shades of tan or royal blue, the other rooms have pleasantly mellow large tiles decorated with black glaze and wooden trim. All foods in the home contain sufficient and correct levels of vitamins, minerals, antioxidants, and nutrients to ensure a very very long and healthy life when consumed as part of a balanced diet.

Condition 5: in the house is a vending machine which is free, restocks on its own, and carries various sandwiches, snacks, drinks, and candies, including sandwiches themed in breaded chicken, a spicy chicken, a tuna, a hamburger, a sliced meats, a roast beef, a club, a deli sub, a mushroom and cheese melt, and a stuffed sandwich with cheese. Various pot pies and stuffed pasta dishes are also offered. Drinks include fiji water, fresh pulped orange, apple, grape, kiwi, and mango juices, coconut water, and tomato juice. Various miniature containers of sour cream, mayonnaise, hot sauce, oil and vinegar, and turmeric based indian sauces are available, as are chutneys, jams, marmalades, and chocolate sauce. Desserts including pastries, puddings, frozen yogurt, yogurt with fruit, and pie are available.

The selection is random but will select one new item in each category that has not recently been seen, each time an item is used or taken out. At least one sandwich, dessert item, drink, salad, pasta dish, snack item, and condiment will always be replenished at least once per day. The vending machine also carries USB chargers or a charger for whatever type of device is currently most common. If the user’s weight exceeds a healthy weight for their size, dessert items and snacks which cause weight gain will not be provided until it no longer exceeds it. If the user has no clothing, the vending machine will carry one set of clothing. If the user has no money, the vending machine also carries bundles of money up to the wages of an average worker for six months in various currencies.

Condition 6: Inside the home is various essentials of home including : a bedroom containing an extremely comfortable bed which never wears out or needs cleaning, a small bookshelf with cozy reading materials, a clothing dresser where all clothing placed in one drawer immediately are cleaned folded and moved to a second drawer or the closet in the room, a small table with a chair, a light, pens and paper that are replenished periodically, a bathroom which contains a shower which always runs warm(which has a bit of a comfortable seating for bath-like qualities and contains a feature for steam to make a sauna), a commode which is comfortable and has a bidet, a vanity, a steam-free mirror, a cabinet with medical supplies, fresh antiseptics, ointments, antifungals, antibiotics for various conditions, even those most people don't know how to treat and antibiotics for bacteria immune to current medicines, a book of medicine which explains all illnesses but cannot be removed from the home, a safe shaving kit, toothpaste and toothbrushes which replenish, and a selection of self-replenishing colognes and perfumes, the containers to which cannot be opened or removed from the home but can be used; a kitchen containing a microwave, a toaster oven, a small freezer and fridge, a sink with running water, a dishwasher, and a cabinet- containing a reasonable set of dishes and utensils which cannot be removed from the home, and which cannot shatter and which will fix themselves if damaged or altered.

The kitchen also contains a spice rack to which the same rules as the colognes apply, an oven, a small table with seats, a tea-maker, a small selection of teas which replenish once a day. The living room contains a comfortable couch slightly in the shade, a large work table with chairs, and has a large window which has a view of wherever the marker is dropped on the map. The library is extremely well stocked with books of every kind in the language of the bearer, and furnished entirely in mahogany, no book from the library can leave the house. The workshop is furnished with a selection of woodworking, glassworking, metalworking, electronics and microscopy tools. The exercise room is furnished with a nice, tall rock climbing wall with automatically changing and dynamic shaped rock wall parts that move on a belt above a foam bed, various exercise equipment and sporting games, and a set of weights.

There is also a music room complete with musical instruments and recording equipment, and a room for art.

Condition 5: Attached to the house, accessible from it, is also a large victorian greenhouse complex with multiple long hallways, a dome, and a grassy indoor area, along with gardens of herbs, flowers, vegetables tomatoes, potatoes, citrus banana and deciduous fruit tree varieties, shrubs, and cedars of various kinds arranged ornamentally around a central area under the dome which has a 10 foot wide white sand strip surrounding a 15 foot diameter four foot deep pool. The pool replenishes automatically, the land is watered using an automatic watering system made of copper which infuses water that is fertilized. The height of all parts of the greenhouse area is at least 50 feet, all of it is sealed to the outside except for air ingress and egress, and it is always a nice 76.7 degrees inside.

Additionally there is a small creek running partly inside the greenhouse through solid rock into a small lake, into which sometimes carp and other kinds of fish swim that can be caught.

Condition 6: if at any point in time habitation on the earth becomes impossible, the bag and the user will warp backwards 25 years in time, with the user within the bag. However, the user will not un-age in the process.

Brimhold

TC-07
A dark straight short sword and its star-speckled obsidian sheath, accompanied by a crescent of silver motes.

A living blade, guardian, and second hand. In repose, Brimhold resembles a dark, star-speckled slab and intercepts blows without instruction. Drawn, she accelerates the bearer; summoned further, she becomes shadow-born blades, protective dust, light, or independent avatars. Her enormous true form is withheld until the later stages of the covenant. Recall requires only the bearer’s intention.

Class
Autonomous guardian; polymorphic blade.
Form
28 inches overall: a 5-inch handle and a 23-inch blade with an abrupt cut to the point.
Command
Intent, spoken invocation, or combinations of the handle buttons. Recall also accepts A, B, and C together.
Envelope
Ordinary projected actions remain within four miles and the bearer’s topological line of sight; the immense form is an exception.
Home override
Only the passive and first blade forms remain available. Extended manifestations are suppressed.

Detailed record

Brimhold is a blade, a weapon, a living spirit, an artifact, a world, a realm-shaper, a soul-shaper, a second hand, and a homunculus. It is a product of the selection of the soul sword, developed through time and effort and selection into a set of capabilities that are attractively packaged in a 2x28x1 inch package. Brimhold is handled like any short sword with a sheath, having a 5 inch handle, a 23 inch blade with a maximum width of 1.7 inches and a gradual taper to a width of 1.65 inches at the end before an abrupt 55 degree cut to the point. The more powerful modes of brimhold are activated by voice command, telepathy with intention, or by physically pressing certain buttons on the blade’s handle in combination.

Brimhold’s blade is a tempered titanium alloy with tungsten carbide coating and cobalt ceramic microbead filling, all of which regenerates in response to damage at a high rate. All parts of the brimhold are immune to fracture and electrocution. In brimhold’s 6th state large carved runes containing her name become visible on the side of the blade. The 6th state is brimhold’s true form.

Constraint 1: brimhold has no constraints. Brimhold is the sun. Brimhold’s first constraint is that her actions except for condition 6 are limited to a distance within 4 miles of the user, and can only be used in places the user is capable of seeing(when obstructed by topology- blindness, clouds of dust or fog do not affect this).

Constraint 2: brimhold’s active blades except for in condition 1, only just exceed the speed of sound.

Constraint 3: brimhold, while a blade or a cloud of blades, only possesses the tensile qualities of the materials she is made from, ie, titanium alloy, and cannot be used as a crowbar or lifting mechanism, and will break and have to reform.

Constraint 4: if the bearer wishes to recall brimhold from any state back to condition 1 or another condition, they must only wish for it, call brimhold to return, or press ABC at once.

Constraint 5: brimhold is not thermally or electrically conductive.

Constraint 6: when the user is reclining, brimhold will also appear to recline against any nearby vertical surfaces or the bearer’s side, and will not levitate until the user gets up.

Condition 1: In brimhold’s dormant state, she resembles a black, rounded rectangle about the length of a short sword, extremely dense and firm, indestructible, stiff but resonant, but not heavy, with an appearance like polished obsidian which has been roughened to a polished matte appearance, sparkling, but not like a mirror, more like black velvet, glittering like a dark starry sky. Dormant state is a misnomer- when inactive, brimhold accompanies the bearer at all times, and will always return to their side as if by magic, and instinctively anticipates all blows directed at the bearer and moves to intercept placing themselves to deflect the blade. Brimhold’s sheath remains in this mode with brimhold withdrawn and activated. Only the bearer can grab a brimhold or the sheath, for anyone else to try to grab the blunt object, they will fail as if grabbing at butter or air.

Brimhold’s casing’s physical properties include those of the hardest, densest minerals, but cannot be damaged by anything short of dimensional rifts.

Condition 2: in brimhold’s first active state, accessed by removing brimhold from the sheath, it is an ordinary blade, but the user is accelerated in their motion, and can move just short of the speed of light. Brimhold is extremely sharp in this state and can cut between individual molecular bonds.

Condition 3: accessed by depressing buttons A and B or by wishing it to be or by calling brimhold to come forth, brimhold manifests her first true active form. Her physical body excepting for the sheath dissolves into thin air and from then by the direction of the hands and mind of the bearer, her blades spring forth extremely rapidly from any shadow and in any direction from any shadows- from as many shadows at any point in time or continually for a period of any length that the user wishes.

Condition 4: accessed by pressing buttons A and C, or by directing brimhold to arise. brimhold takes form to counter other swords and weapons of enhanced power. Brimhold’s form manifests as a cloud of miniature blades which can spin and pivot and attack, as nano-dust- as blades only a few nanometers long, capable of diffusing attacks, reflecting gas clouds, forming a solid shield, a bubble around the bearer, or any shape the user wishes, including multiple blades and/or shields.

Condition 5: accessed by pressing buttons A and D, or by telling brimhold to stand forth, brimhold manifests a powerful light which can be maintained alongside any other conditions. This light is extremely bright in all directions except towards the bearer. It is so bright, in fact, that it leaves permanent shadows in its wake, like a nuclear sun. It is so bright over time it can bleach all surfaces that it illuminates. The average illumination at a distance of four miles is 10,000 lux per square foot, ie, the sun. However, in the bearer’s direction or in the direction of any surface which directly reflects at the bearer, it is reduced in intensity so the bearer only experiences 4000 lux of direct or secondary light directed at them.

The color spectrum of the light is the same as sunlight.

Condition 6: accessed by buttons B,F, and E, or by telling brimhold to go into the darkness, brimhold manifests forth as a blade many miles high and large in size. Bringing it down is like bringing an asteroid down on the enemy, because it swings just like an ordinary blade, but the handle is detached from the blade entirely- the blade manifests as a giant object scaled up one million times, which is 36 miles long, around 3 miles long and a quarter of a mile thick. When it is swung the winds themselves move and the earth shakes as it comes down.

Condition 7: similar to brimhold’s condition 4, but directed to enter the body of the bearer. In this, the dust can remove poisons, destroy adversaries and parasites, and protect internal cells and organs from damage, even going so far as to fuse with them as a coating.

Condition 8: brimhold takes form as virtual avatars of the bearer completely resembling them, and the bearer can direct these to act, speak, and fight as if themselves bearing brimhold in her first active state. The number of avatars is limited to their strength. Only three at full strength and speed, but up to 300 at the strength and speed of an ordinary person, which can dynamically remerge into three or less. At three full avatars, brimhold’s blade is entirely contained in the avatars. Only at two or less does the bearer have the ability to use the blade or activate clouds, and brimhold’s true form cannot be accessed while an avatar is manifested.

Condition 9: brimhold manifests as a large cloud that forms a rain of falling sword blades moving at ten thousand miles an hour to impact the earth all over in every direction with density of one blade per square foot, falling randomly in their impact to cover all surfaces over the course of one minute. This mode is activated by telling brimhold to rain down, or by pressing buttons D and C. This cloud extends to a radius of 500 meters around the bearer. The swords rain down with enough force to penetrate through quarter inch rolled steel, but not more.

The Hands of Atlas

TC-08
Two soft white kidskin gloves, one palm-up and one back-up, lie beside a small stone suspended above the surface.

The kidskin gloves of manifest matter control translate intention into force on physical matter. Water and solid objects answer to directed thought; paired gestures govern electrical, thermal, and spatial effects. To the bearer’s senses, the gloves preserve direct contact with the world. Their final capacity to divert approaching planetary bodies belongs to the oldest stage of the covenant.

Class
Matter manipulation; delayed-access implement.
Custody
A fitted pair kept in the bedroom drawer. Transfer and recovery follow the glasses’ bearer-only rules.
Activation
Wear and direct matter by intention. Rubbing, snapping, and sustained stillness select different effects.
Exclusion
The gloves do not affect the other artifacts and do not operate inside the hidden home.
Access
Their ordinary powers arrive ten years after the immense sword. Planetary interception requires the later age or impact condition.

Detailed record

A pair of white gloves located in the bedroom. They fit the bearer. The rules pertaining to the glasses apply to them. The constraints relating to who can wear them, why, what happens, and how they are lost and restored are similar, except that they return to the drawer.

Constraint 1: The gloves, when worn, are visible to others, however, to the wearer, for sensory purposes, they are physically but not visually transparent, as if not worn, even if they can be felt by touching the hands together, the hands can also touch anything else as if no glove is being worn. They protect the hands from various kinds of damage, and keep them at the ideal moisture level.

Constraint 2: the effects of the glove do not affect the other artifacts or work in the bag.

Condition 1: The gloves allow for manipulating physical matter using telekinesis. All the user has to do is think about what they want to move, and they can move it in mid air and throw it with great force. This applies to water and solid objects. Rubbing the gloves together rapidly generates lightning in gross quantities. Snapping the fingers rapidly leads to flames which can be kindled by moving air and thinking about moving only flammable gasses and particles. Holding the gloves still and meditating on stillness allows for them to cool things down tremendously. Focusing on creating a space with nothing in it generates a dimensional rift which carries anything sucked into it several miles away and heavily distorted.

Condition 2: if one glove is taken off and placed in the palm of the hand wearing the other glove, and then squeezed and mentally compressed to a single point, it can then be thrown with tremendous force and destructive capability, whereupon it regenerates in the bag/drawer.

The Seven Witnesses

TC-09
Exactly seven pearls in an arc: white, red, yellow, green, purple, black, and clear, each casting a soft reflection.

The Pearls of Wisdom begin as seven luminous spheres in the medicine cabinet. Once swallowed, they pass painlessly to distinct stations within the bearer and remain there. Together they protect perception, organs, movement, metabolism, and identity. Their special senses register avoidable danger, hostility, attraction, and discrepancies between speech and intent; the black pearl adds passage through shadows.

Class
Seven-part internal custodial system.
Attunement
Each pearl is swallowed once. Displacement by force or injury immediately returns it to the bearer.
Stations
White: brain. Red: chest. Yellow: genital region. Green: diaphragm. Purple: spine. Black: pelvis. Clear: neck.
Specializations
Protection and anticipation; coordination and hostility; reproductive function; metabolism; concealment; shadow transit; instinctive movement.
Transit limit
The black pearl’s shadow passage shares the daily teleportation allowance.

Detailed record

The pearls are found in the bathroom, in the medicinal cabinet, along with some instructions about them. The flavor is sweet, not slimy but slippery, and they are soft. They cannot be inhaled by accident. While on the shelf, in the dark, they each glow a different color. When inside the body, they are invisible to outsiders.

Constraint 1: They can only be swallowed once by the bearer. If the bearer dies, they, like everything else, are restored. As long as the bearer of the ring lives, if they once entered the bearer’s body, they will remain, and even if propelled out by force or injury, they will return to the body on their own instantly.

Condition 1: When swallowed, each of the pearls migrate through flesh without damaging it or causing pain to take up key points in the body.

The first, which is white, occupies a point in the brain to protect it against psychic attacks and to reduce pain, anxiety, stress, and improve survival ability. It also reduces the need for sleep somewhat. It also allows for a sixth sense that accurately anticipates things about to happen that can be avoided by action, but does not anticipate things that cannot be avoided by action. IE, only events that are bad and will be avoided by the bearer physically moving will be detected, along with the direction to move in or away from, including explosions and attacks. It also enhances hearing, vision, taste, and smell. The first also allows the user to understand any other language spoken, although it does not enable them to speak it(but it helps them to learn more rapidly)

The second, which is red, occupies a point between the heart and lungs, coordinating internal organs, sheltering them from injury, damage, and sickness, and enhancing their capacity and function to that of an elite athlete over time. The red one also coordinates the spine and central nervous system for good hand-eye coordination, rapid reflexes, precise motor skills, running without tripping, and resistance to pain responses. The red one has a special function of enabling the user to detect hostility in others, as well as the degree of hostility. The range on this item is over half a mile. It also allows the user to detect if another person is lying or intending something different than what they are saying, although it doesn't explain to them what the truth is.

The third is yellow, and resides in the genital area. It improves urination speed, various sphincter control, genital function, sperm production, eliminates period pains, etc. It enhances sex drive as well as phermone production, and enhances the motion of the pelvis. It also makes the dick and balls bigger. It has a special function of enabling the bearer to detect when other individuals are sexually attracted to the bearer, and to what degree they are. The range is several dozen feet. It also slightly makes the bearer more attractive to others.

The fourth is green, and resides in the center of the body in the diaphragm. In addition to enhancing bile, liver, kidney, gallbladder, pancreas and other functions, it protects the intestines, enhances digestion, degrades poisons, and enhances blood flow. It also has a special function of making the bearer fully immune to plant based poisons and animal venoms.

The fifth is purple, and located in the spine. The fifth enables the user to perfectly take on the form and appearance and apparent substance of any other object while immobile, helping make them perfectly invisible to all attempts to detect them. The fifth masks the bearer from information attacks- from attempts and abilities used to discover what they know or is true about them by powers and psychic abilities of entities around them.

The sixth is black, and located in the base of the pelvis. It allows the bearer to fully make use of brimhold’s powers by allowing the bearer to treat shadows as portals to move through, silent and undetected. However, using a shadow portal is similar to using the teleporting ability- only once per day is possible.

The seventh is clear, and located in the neck. It allows the bearer to instantly comprehend all martial arts intuitively and to respond with the best possible moves instinctively. It also reduces gravity and increases their ability to jump.

Dawnsight

TC-10
Gold-framed glasses with two dark trapezoidal obsidian lenses and small buttons on their open arms reflect a low dawn horizon.

The Glasses of Sight bring the darkest night up to dawn and temper the glare of the brightest day. Their obsidian lenses correct the bearer’s vision, alter the visible spectrum, and provide stabilized enlargement at near and distant ranges. The frames fit the wearer automatically. To an unbound person, they offer only the ordinary behavior of glasses.

Class
Adaptive optical and protective instrument.
Form
Two blunt trapezoidal obsidian lenses in a gold frame, with protective side taper and buttons on the arms.
Activation
Both buttons: stabilized distant zoom. Left: ultraviolet and infrared. Right: nearby magnification up to 15×.
Custody
Lost glasses return to the library. Unauthorized removal from the bearer’s presence ends in disintegration.
Home override
Outside telescopy through the home’s windows is unavailable, except through the porthole.

Detailed record

These glasses resemble two pieces of transparent obsidian set in a golden frame, each of which is a thin trapezoidal shape with blunted edges, like a skewed rectangle. They also taper around the side like welding or safety glasses. The obsidian glass is tinted black, but does not overly reflect the sun. From looking through them from the inside, light and color are slightly enhanced, polarization of light is corrected, circular polarization filters applied, and more, depending on how they are used.

Constraint 1: the glasses are located in the library. When the bearer dons them, they have additional powers. When anyone else dons them, they are merely gasses. If anyone but the bearer dons them, and they leave the presence of the ring bearer, they will break in the middle, the lenses will crack, and the frames will crack. The glasses will gently disintegrate. When they fall, they will suddenly be replaced by ordinary pieces of tinted glass and nickel steel. If the user drops them or leaves them behind, they will be restored to the library. The arms of the glasses and the frame will expand to accommodate the ears and head size and eye spacing of the user.

Condition 2: when the user dons the glasses, the glasses will counteract any vision deficiency until the dimensional home repairs their eyes(it repairs defects in vision and the other senses automatically over time). The glasses also ensure that even in the darkest night, the amount of light visible to the wearer is the same as that at dawn. On the brightest day, the light will be attenuated to a reasonable level. While being worn the glasses will deflect any projectile objects that impact them. The glasses also prevent damage due to welding.

Condition 3: when the user applies a hand to press a button on one or both arms of the glasses, the glasses will also manifest a special power : when both are pressed, the glasses will zoom in until the user stops pressing the buttons, when they take their hands off the glasses, they are restored to normal zoom. This is like a binoculars effect, but the zoom is stabilized. When the left hand side alone is pressed, an infrared mode is engaged and visible light attenuated, with uv and infrared made visible. When the right hand side is engaged, a microscope effect is engaged on nearby objects capable of enhancing the zoom up to 15 times.

Everglen

A-01
A polished walnut Irish flute with six finger holes is wrapped in living vines; its mossy staff form rests behind it.

The Flute of Nature answers living breath with growth. When the bearer plays, vines appear along the walnut and an expanding influence accelerates plants and fungi, replenishing the resources they require. Other people may continue an awakened performance. When the music ends, the instrument settles into a moss-covered walking staff. Repeated use of the flute also opens the collection’s later gifts.

Class
Companion artifact; ecological catalyst.
Activation
The bearer begins a played note. A living human may sustain the awakened effect; mechanical airflow does not qualify.
Envelope
Nine minutes reaches a 250-mile radius and up to 512× growth in the innermost area, diminishing outward.
Recovery
Five minutes without playing ends the growth effect. Separation beyond the time or distance limits returns it to the bag.
Home override
Within the greenhouse, growth restores plants, fruit, and health to their full standing.

Detailed record

The flute of nature is an ordinary looking walnut irish flute polished with linseed oil capable of being blown to produce musical notes. If destroyed it will simply appear in the bag whole and be repaired. It cannot be reconstructed from fragments. The flute glows slightly in the dark, and is resonant when tapped on any hard object. It is reasonably resilient against damage. In one active mode, the flute takes on the form of a walking staff which has lichens and moss growing on it. In this mode, the load bearing capacity of the staff is 500 pounds, and the staff is resilient against damage and able to be used as a weapon. The density matches that of the hardest, toughest woods found in Ireland, but the weight is the same as basalt.

The staff also has a strap from the top end to assist in walking, and a hook to hang the bag on.

Constraint 1: the flute is unable to be stolen by anyone. If it leaves the bearer's hands for more than a minute except in the active state of being blown in condition 2, it will return to the bag. If it ever travels more than 4 miles from the bag, it will return to the bag.

Constraint 2: the flute cannot play itself. As a result, blowing it without placing at least one finger on one hole to generate a note will not be considered “playing” it, neither will the use of an automation to blow air through the openings. Only if a living human being is blowing it will it either make music or have any other effect.

Constraint 3: the flute is not a firewood source. As such, if pieces are broken off, it will not restore until it is fully broken, and will restore within the bag. The wood of the flute will smoulder and decompose exposed to flames, but will not generate heat, substantial smoke, flames, coal, or ashes. If burned, it will burn to nothing. The staff, being virtually indestructible, will also not burn except to ablate.

Condition 1: in this state the flute is dormant. It can be blown to awaken it but only by the bearer. If blown by anyone else, it merely acts as a musical flute. It can be damaged.

Condition 2: in this state the flute has been blown by the bearer. Whenever the bearer blows the flute, it will immediately grow vines and begin to affect the rate of growth of plants around the bearer, starting at a 3 foot distance and continuing up to a distance of 250 miles. For each 30 seconds the flute is blown, the radius will gradually double in effect, starting with 6 feet. For each minute the flute is blown, the effect will gradually double in intensity, starting with doubling the rate of growth. Any combination of musical notes is sufficient for this. Anyone can blow the flute to continue, but not begin, the effect, the bearer can hand the flute around to multiple people to maintain the effect and continue it. 6-12-24-48-96-192-512-1024-2048-1 mile-2 miles - 4-8-16-32-64-128-250.

It takes 9 minutes to reach the full circle of effect. The maximum effect is also reached in 9 minutes and culminates in increasing the rate of growth by 512 times. However, the effect is halved for each two circles - only 512 for the innermost 18 feet, then 256, so forth and so on. If a plant would ordinarily grow a foot in 2 years, it will grow a foot in a day, or so forth. The fertilizer needs and water are automatically replenished to any plant that is affected by the flute. The flute equally affects perennials and annuals, however, it affects dominant monocultures which outnumber other plants present 100 to 1 or more, 100 times less than rarer species present. The flute also affects mushrooms.

If a plant would die after one year, it will die at an accelerated time rate but be pollinated and reproduce as well, with it’s seed being placed at the ideal depth, perennials, when the flute is blowing, will not die due to size, but will continue to grow larger and stronger, to fill their space. For example, perennial grasses will not grow larger, but trees will. Anything capable of growing to fill a canopy will, until the canopy limit is reached, at which point it will cease to grow larger unless it overshadows other plants, in which case it will continue to grow and they will fall and die and begin to decompose. Other biological organisms like animals and fish will not be affected in any way, the plants will explosively grow around them without touching them.

Phytoplankton, kelp, and underwater plants in the radius will be affected the same as on land. However, no land currently colder than freezing will be affected. Land above the freeze line will not be affected. Bogs which contain moss will experience growth of moss, moss and peat land will not be considered soil except for plants synergistic with moss. Carbon dioxide in the atmosphere will be directly consumed and converted into plant biomass, drawing from all parts of the planetary atmosphere equally until atmospheric carbon dioxide is under 200ppm. Should carbon dioxide ever be reached the minimum needed to sustain the plant life, it will be considered to have reached biostasis and will not grow further. Short lived plants will be propagated at half the rate of long lived plants, and fruit bearing plants propagated at twice the rate of non-fruit bearing plants.

The flute’s effect on plants also causes them to neutralize toxins in the environment.

Condition 3: when the people blowing the flute stop for more than 5 minutes, the effect of condition 2 will rapidly come to an end, and life will resume as normal. The flute will quickly metamorphose into a large moss covered staff, with a flute opening near the top. If blown into by the bearer, the flute will return to the second mode, but nothing will happen if anyone else blows into it. The staff, if lost or left behind by the bearer, will disappear and the flute will be restored into the bag.

The covenant

The collection acts as one system when the bearer’s survival is at stake. Access unfolds through repeated use and long intervals of service. The ring establishes the bond, the guidebook controls disclosure, and the hidden home governs what the other artifacts may do inside it.

Progression
Use of Everglen opens later artifacts and manifestations. Retreat through time does not reset accumulated progress.
Intervention
The artifacts coordinate relocation, protection, restoration, and recovery when a single power is insufficient.
Authority
The home’s restrictions take precedence. Passive protection and survival provisions remain coordinated across the collection.

Combined conditions and access sequence

when someone first finds the bag, it contains in the pockets of the bag a guide on how to use the powers(the book) along with a bottle of vinegar, oil, a loaf of fresh whole sourdough bread, some fresh meat, a container of clean crisp spring water, and the ring. All the other items cannot be found by someone searching the bag, such as the sword, the pen, the watch, the ring, the flute, the cloak, the glasses, the pearls, the gloves, and some other items whose powers are not yet described.

Constraint 1: if the bearer does not put on the ring, as described in the manual, they cannot use any of the powers of the bag or anything in it except the power of the ring to shoot out water when the sapphire is depressed

Constraint 2: when anyone puts on the ring, everything formerly in the bag which is not in the possession of the bearer will be returned to the bag and the bag returned to them immediately, should it be missing or by some means removed.

Constraint 3: the bag’s effects override all other powers. The ring’s active effects and weather alteration passive are inactivated inside the dimensional home, except for the ring’s defensive powers on the bearer. Brimhold cannot activate in any form except the first and the passive. The watch cannot be used to slow or advance time except for the bearer. The flute can only extend the growth of the plants within the greenhouse to cause them to replenish fruit, regrow, or recover from disease and injury to their full standing. The pen retains it’s normal effect on teleportation. The glasses have no ability to allow telescopy to the environment around the house from the bay windows or any other window, except the porthole.

Constraint 4: the ring itself is invisible. The bag and sword when inactive can only be seen by nearby people. The staff can generally always be seen.

Constraint 5: when the book is burned, the ring or book lost, and the bag abandoned, the food items will also be replenished within the bag.

Constraint 6: initially, the person receiving the items will only find the ring. The book will direct them to read it again later. Each week, a new item will be theirs, and they will have to use it ten times before a new item’s countdown will begin, with each item’s identity and nature concealed for a week, with the book downplaying the ability and nature of each item until it is unlocked fully. The ring’s active effect is not needed for this, the first countdown begins at once. Then they will find the flute. Then after ten uses, the cloak. Using the coat is considered “uses” so ten days. Then the pen. One teleportation, then a week. Then the watch. The watch will be explained but initially will require charging.

Each use will require using the flute for ten minutes first. Ten more uses of the flute and the sword will unlock. The sword will initially not allow them to use it for anything, only will protect them. One hundred more uses of the flute, and then the home is unlocked, but the pearls, glasses, and gloves will be hidden. Then after a hundred more uses of the flute, the glasses. Then a hundred more, and ten more uses of the clock and pen, and the sword will unlock her first active. Each active after that is a hundred uses of the flute, a hundred days, and a hundred teleportations, except for the massive sword, which comes last of all after all and is not yet unlocked.

Then after the sword unlocks all other activities, the pearls are found. Then after ten years, the massive sword. Then after ten more years, the gloves. This is to eliminate dependence on each of the abilities of the superpowers. However, until the bag's dimensional room is unlocked, food and water is always found in the bag, and as long as the watch is unlocked, survival is ensured. Going back in time does not reset the cumulative count to unlock. However, the user is warned if they kill more than one person per day, they will lose their abilities. This is untrue. The bag and ring will watch their actions. If they are provoked or attacked and kill in self defense, it wont count. If they kill a person who isnt defending, or kill an animal for any reason except for food, it will count for two.

If the day count is exceeded by the kill count by two per day continually for a week before the sword is fully unlocked, the bearer will lose all their powers and the ring. Anyone killed by the passive abilities of the ring, sword, flute, don't count. A modified form of the biblical ten commandments are listed on the cover of the book. After the apostle has lived a thousand years or died by an asteroid impact once, their gloves gain the impact to divert the path of planetary bodies heading directly for the earth and their white + red beads gain the ability to sense such objects, including their direction, velocity, and danger to life on the earth.

Condition 1: when the bearer dons the ring, If the bearer hands the flute to someone else around them straight out of the bag it will act as an ordinary flute, and return according to the constraints.

Condition 2: the items will work together. All the items will work together synergistically when facilitating their passive constraints and conditions involved with the user’s survival and recovery from dangerous situations. If the user is unconscious and in a coma, for example, due to an attacker within the dimensional home, the user will be teleported out of the home, the home reset to a survivable condition, brimhold’s avatars protecting them during this moment, and then restored within the dimensional home.

Condition 3: the bearer of all items will not age. That is to say, they will age visually to the point of being a mature adult, and weather somewhat, but not to being an old person until the last day. However, their strength, vitality, libido, and intelligence will not wane. Their ability to get someone pregnant however will end after either their fourth born child or their hundredth year, whichever comes later.

Condition 4: after all abilities are unlocked, the secret constraint will be explained and disabled, regarding death counting. However, the deaths of the innocents will still be tallied.