Charms of Protection

These special amulets have the ability to turn aside blades and blunt weaponry that are laced with Mithril (mined in small quantities from the mines outside Ryzen), yet keep track of how much damage the wearer would have taken from the strike. It seems to be aware of the amount of armor the wearer has, and can postulate how much damage the user has taken and can take. It even works against magic! Not all injuries are prevented, however. Scratches and bruises are inevitable, which can be laced with poison (as long as it’s not a lethal poison). Poisons containing a paralyzing agent are popular among the more sneaky/stabby students.

Once the estimated level of damage the wearer can take has been reached, a rather obnoxious screeching sound and strobing light is emitted. Once done so, the wearer is expected to cease fighting and leave the battlefield. Other students should cease attacking said wearer. Failing to follow these rules could lead to punishment, and possibly expulsion.

There are not many of these charms, the exact number is kept a secret by those in charge of Arcanium. The method to make more of these charms has yet to be discovered. After every use, they must be recharged, which takes half a year. Enough are saved to make sure each student has one for The Games, but they are also used during sparring matches between the exams. It’s these limited numbers and their recharge time that are responsible for the low number of accepted students, and why The Games are held only twice a year.

Charms of Protection

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