When blown, the whistle can disorient all opponents within fifteen feet. The whistle can be used once per day and effects should be discussed with your RP partner before use, but can include dizziness, nausea, headaches, and temporary deafness, any of which can linger upon player desire. Anyone who is not considered hostile will not hear any noise when the whistle is blown.
Signet Ring
Fully upgraded. Discorder installed by Viatrix (not currently operational)
Aspect of Earth: As upholders of virtue, Earth Knights have a saintly presence and seem to be always followed by sunlight, even at night. They have increased sensitivity to movements around them, and can always tell when someone is trying to sneak up on them -- which means there is no advantage to fighting them any way but honorably. Available for ten minutes per day.
Soothing Bell
The bell can be rung once per day and for one full hour the ringer will be overtaken by the sensation of a serene peace and will find that all of their worries seem to be gone and they are incredibly clear headed. If a powered character uses this item while in their respective place of power they will receive additional benefits. A Knight using this on their Homeworld or Wonder they will find that restoration significantly improves while using the bell (allowing restoration akin to two visits).
When it has been rung for the day, Joy typically hangs it from Petitcru's collar.
Metallic Bracelet
You must ask for permission to use this item in events/ORPs.
When activated, this bracelet allows the wearer to get an extra use out of their strongest magic (up to third stage). They can only recover magic they have ICly earned; Knights may recover up to 45 seconds of their energy pool.
Lady's Favor
Player distributed item. A red silk ribbon woven with white flowers, which perpetually emits a very faint, pleasantly floral fragrance.
Once per day, donning the ribbon in any way causes a brief boost of general motivation and a feeling that the wearer must strive to do their best that day and impress someone (or possibly themselves). There is no compulsion tied to the feeling - it is merely an encouraging sensation that lasts for ten to fifteen seconds.
Lucid Dreaming Masks
When worn with the plain side inwards, the wearer has a slightly easier time falling asleep.
If worn with the embroidered side inwards, the wearer may enter a lucid dream state in a location of their choosing, although this location will be imperfectly rendered (see below).
Use of the second mask allows the user to meet anyone in the dream state who is wearing the other blindfold. The second mask can be dispatched via signet ring to its intended recipient, and both participants must be asleep simultaneously. Upon the dream ending, the secondary mask will return to the possession of Joyeuse Garde. In the event that both masks are lent out to other users, both masks will return to the Garde's possession after the dream ends.
Dreams may seem mundane or may take place in fantastical locations or accompany odd events. Other sapient characters in the dream cannot be interacted with, but other living creatures might appear, or distant areas may seem to be bustling with life that disappears when approached.
Use of the masks does not convey control over the dream environment or any other creatures therein. The dream is in a fixed state that cannot be sculpted by either sleeper. The specific details of the dream setting are not in the control of the sleeper, only the general location.
Events that occur in the dream may feel real when happening and may or may not be remembered with more clarity than a normal dream, but they occur only in the mind and anything that happens in the dream does not leave physical marks or evidence of the dream walking. The dream does not confer supernatural knowledge, unknown truths, or prophetic visions and is merely a means of sharing an experience with another person. The masks also cannot confer accurate but unknown knowledge of a location - all details are supplied by the dreamers' subconscious minds, and in the event of a shared dream, both dreamers' subconscious may contribute to the dreamscape.
Either person in the dream may exit it at will and will awaken unharmed and unchanged, although markedly less rested than they would have been otherwise, as if the time passed in the dream did not count towards restful sleep.
Other Items
Enchanted Comb - An ornately carved ivory comb that can swap the user's hair back and forth between their dyed and natural hair color. Effect can be removed by using the comb again, or by powering up or down. When used on natural hair, it may alter greys or slightly change the shade of the user's hair.
Spectral Lute - More properly said to belong to Gouvernail. An item acquired from Almadel, which resembles a normal lute, except that it is unstringed. When held by a ghost it manifests spectral strings that can be played as usual.
𝔰𝔲𝔟𝔰𝔭𝔞𝔠𝔢 𝔦𝔫𝔳𝔢𝔫𝔱𝔬𝔯𝔶
Joy typically stocks her subspace with the sort of things you might need for camping or an emergency, items for helping her make progress on cleaning up her wonder, and the sort of things you might want while sunbathing and swimming. She is vigilant about keeping it stocked and refreshed, and sometimes transfers shelf-stable provisions and supplies to her Wonder.
Palamedes - or Pal - is the name of Joy's summons: a Questing Beast of fearsome appearance, with a snakelike neck scaled with the heads and jaws of many hounds, a leopard's claws in the front, hooves in the back, and an elegant tail.
Despite her towering height she is lean and lightly built, with a summoned mass nearer to that of a large deer than a small horse and the corresponding agility despite the ungainly length of her neck. While this does make her incapable of being used as a mount, it does mean that she will absolutely try and fail to sit in your lap instead. She is capable of dealing damage with both her retractable claws and also - of course - her many, many, many teeth.
When bitten, Pal's victims (at the discretion of their player!) may experience a sensation of being pursued or hunted for up to four hours following the bite.
Despite her appearance and the frankly horrifying sound she makes (which is something like a dozen hunting dogs baying at once), Pal's demeanor when not in battle is that of a goofy and not entirely intelligent dog. She will fetch every stick at once and loves belly rubs and forehead scratches. Which forehead? You choose!