R.I.1
You grab the quartz, and it is almost as if you see a reflection inside it. Then you are the quartz, and inside it, you become another.
From infancy into adulthood, all you know is force. Breaking. Splitting. Only later do you learn that strength means almost nothing without placement. Pressure in the right place. Weight behind the right angle. A jagged edge persuaded into smoothness.
The hammer grows heavier in your hands as the years pass. The forge always needs feeding. You are the son of a deserter, raised in a colony that serves Silver City. You hammer through seasons. You never question why you do it. Others call it a dying craft, as if that settles the matter.
As you hammer away decades, somewhere along the way you find an ancient forge deep beneath the catacombs. For countless days, you repurpose what remains of it into a relic. You don’t understand what it is, but you understand craft. Once you finish it, you finally grasp the place you occupy in time. Pressure in the right place. Weight behind the right angle. Everything settles into smoothness.
In your last years, all that remains is the rhythm. Heat. Glowing iron. The hammer rising and falling, rising and falling, synchronized with your heart. Until both stop.
You have lived an entire life through an echo of a consciousness trapped in quartz:
- Gain the Skill Repair +★
- Max HP +d4
- ST +d4
When you open your eyes, the quartz around the relic has melted.
- Recover half of your Max HP, rounded up.
- Clear half your Strain, rounded up.
- Draw 2 Relics. Choose 1 to keep.
- Choose either the Corrupted Relic or Relic side.
- You can only use the Relic on the selected side.
If you have the Keyword Nurturer → Entry R.I.3
Otherwise:
Mark this Hex as R.I.1. Reroll the Hum.
You may continue your journey.