Specifically the artifacts listed under this link. The cities where said artifacts appear in evenly-distributed numbers are the following:
- Los Angeles, California
- Detroit, Michigan
- New York City, New York
- Chicago, Illinois
- San Franchisco, California
- Las Vegas, Nevada
If destroyed or placed in a location like the deepest pit of the ocean or a hole in some random mountain, these artifacts will eventually reform within a timespan of ranging from six months to ten years. How long it takes is random, as is the city in which the artifact reappears.
Now how many plans get derailed by these artifacts, assuming that people figure out their individual functions intuitivly? How fast would these cities sink into chaos as everyone tries to use these tools for their own schemes?
For those who don't want to click, an overview of what they are and what they do.
- Los Angeles, California
- Detroit, Michigan
- New York City, New York
- Chicago, Illinois
- San Franchisco, California
- Las Vegas, Nevada
If destroyed or placed in a location like the deepest pit of the ocean or a hole in some random mountain, these artifacts will eventually reform within a timespan of ranging from six months to ten years. How long it takes is random, as is the city in which the artifact reappears.
Now how many plans get derailed by these artifacts, assuming that people figure out their individual functions intuitivly? How fast would these cities sink into chaos as everyone tries to use these tools for their own schemes?
For those who don't want to click, an overview of what they are and what they do.
Azura's Star | Can trap any given soul if a soul-trap spell/ability is first used |
Hermaeus's Black Books | At least seven Black Books exist, each teaching the reader one of three different skills. For the sake of this scenario, at least one of these books allows vampires to learn how to no longer require blood for anything. |
Meridia's Dawnbreaker | A sword which uses sunlight to kill undead creatures, causing them to explode in flames. Definitely a weapon that all vampires want gone. |
Mephala's Ebony Blade | A dai-katana that grows stronger the more people trusting the bearer are murdered with it. While it might be not that useful to vampires, it certainly has its uses. It heals with each succesful strike. |
Boethiath's Goldbrand | A katana that sets enemies hit with it on fire, strengthens its bearer, and heals his faitgue. (Note that Goldbrand has the properties of the Eltonbrand.) |
Boethiath's Ebony Mail | A breastplate that defends its wearer from fire, magic, and non-aggravating damage. It is not immunity, but the resilence is greatly increased. It also makes the wearer quiet and projects an aura of poison. |
Grey Cowl of Nocturnal | A cowl that forces reality to see the wearer as the Grey Fox, a legendary thief. If the wearer were to take the cowl off, everyone would assume that Grey Fox escaped and left the wearer in his place to face the consequences. |
Hircine's Ring | A ring that allows its wearer to control their transformation into a werecreature. Useless for most vampires, and the actual werewolves will likely see it as tainted. But later on it might earn properties that are useful for less than scrupulous vampires. |
Mace of Molag Bal | A mace that drains strength and health from those struck with it. It also steals the souls of those killed with it. |
Mehrunes' Razor | A dagger that kills those struck with it instantly, with their souls being claimed by Mehrunes Dagon. |
Mysterium Xarxes | A book written by Mehrunes Dagon on how to create a pocket dimension. |
Oghma Infinium | A book of Hermaeus Mora, capable of boosting its readers abilities based on the chosen path. |
Mephala's Ring of Khajit | A ring that when worn grants partial invisibility and makes the wearer run and act faster. |
Ring of Namira | It reflects spells and abilities fired at the wearer back at the attacker, and grants the ability to cannibalize corpses without issues. (No humanity loss for vampires.) |
Sanguine's Sanguine Rose | Summons a random daedra, with random meaning any kind of daedra that has ever appeared in any given The Elder Scrolls game. |
Hircine's Savior's Hide | Makes its wearer resistant to poison, magic, and eases transformation into a werecreature. Again, relativly useless for vampires and werewolves will likely see it as tainted. But like with the Ring of Hircine, it might earn useful properties, should its wearer succeed in impressing Hircine. |
Sheogorath's Signet Ring | Makes its wearer more charismatic at the cost of draining his willpower. (I assume that makes them more suggestible.) |
Nocturnal's Skeleton Key | A lockpick with which any given lock, be they real or metaphorical, can be cracked. |
Vaermina's Skull of Corruption | Can be charged by stealing the dreams of sleeping people. Once the projectile hits something, it either causes aggravated damage or creates an evil doubleganger of the person hit, depending the wish of the wearer. |
Sheogorath's Spear of Bitter Mercy | Relects spells and abilities fired at the wielder. It also summons a Storm Atronarch, a mass of rocks held together by electricity and wind. |
Peryite's Spellbreaker | A shield that reflects spells and abilities back. |
Staff of Sheogorath | Causes all hearers except the bearer to freeze upon hearing a voice say "Hold!" After 15 seconds, the same voice says "Release!" which allows the people to move again. The voice can be projected up to 75 feet. |
Sword of Jyggalad | A sword. |
Malacath's Volendrung | A two-handed hammer that paralyzes those struck with it and drains their health and stamina. |
Sheogorath's Wabbajack | A staff that fires a projectile. If said projectile hits something, a number of possible effects can happen. These range from transformation into a random creature over a random effect such as combustion, freezing, healing, or other unusual effect to turning the hit thing into cheese. Further effects are possible, it can be assumed that the effect is whatever results in the funniest outcome. |
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