A ruby pendant/amulet carved into an anatomically accurate heart that is always warm to the touch and sometimes even too hot to hold. You cannot take it out of your inventory once you’ve picked it up.
fire and poison damage at random intervals of both damage (between 1/10) and time (or if you eat/drink something acidic get random damage amounts instantly)
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Behold the thing I've been working on ahhhh! Look at my Biromantic babies!
Prince Luther of Erdestra and Gwuenevere! Here's a past post with information about Luther's basket hilt. Here's another past post about the inspiration for the border!
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Finally getting to the part of my worldbuilding where I explore the concept of war-objects. Since weight distribution and material composition are important in my setting, I need to find ways to show how these affect how objects function. Like these flying polearms, they need a way to balance themselves in flight.
Thus, the primary and secondary wings. Primary powers flight, secondary helps with balance. Also, while I wrote that the brand is decorative, it's actually a counterweight and a weapon (depending on its shape).
For the war-torch, they use fire magic to turn their bristles into flames, temporarily. Fire magic uses a lot of energy, so to help offset this, fuel is often used. Fuel is also used to power flight for all flying polearms.
Quick note on war-objects:
All war-objects are refits, objects remade and modified for war and combat. It's highly rare for a natural war-object, or living weapons, to exist in the Mundane Realm. There were living weapons, but they all died out during the Relic wars thousands of years ago.
Also, when war-objects express their limbs, any accessories like metal or cloth wings, armored gloves, and so on, become disabled. In the case of the flying polearms above: to use their arms they must draw their ichor from their primary wings, then form that ichor into arms. Same with their legs, they must draw ichor from their secondary wings, then make that ichor into legs. Sometimes some polearms would keep their wings activated while their legs are expressed, useful for direct and hard-hitting talon-based attacks from the sky.
So these two images are explorations for plant object elementals. This design direction might take these characters out of what object characters usually look like, but I have an idea of a workaround...
So in the setting of my world building, living objects usually have a core (body) and ichor structure (external limbs like arms and legs). Some objects, like the plant elementals here, have a core but no external limbs. So instead, they have customizable external parts called chassis to house and protect their core.
Basically plant mechs!
Tiny note about object kernels:
The little ball in the "chest" of the plant core is a kernel. All living objects have kernels, but only elemental objects have visible kernels. Non-elemental objects only show their kernel upon death. When death occurs for any living object, they yield a kernel, a way for their ichor structure to protect itself from further damage. Their kernel is then taken to a revival ritual to revive a deceased object. If the revival ritual fails or the deceased object had died in their elder years, the kernel is cracked to reveal a germ to be used to create a new living object.