Mother Shem first asked the Pantheon of the Living World, her stewards, to grant three Gifts each to mortality.

Creation
  1. Gloves of the Maker, to show them how to fashion, make, create
  2. Hammer of Creation, to show them tools
  3. Staff of Genesis, to let them channel the power of creation
Darkness
  1. Cloak of the Dark, to keep them hidden when in danger
  2. Midnight Javelin, a weapon for those who protect the True Shadow
  3. The True Shadow, source of all shadow energy, deep within the world
Death
  1. Dress of White Death, to wrap her most devout followers in her power
  2. Key of the Psychopomp, to allow them through the Gates of Mortality and Divinity when the time comes
  3. Scythe of the Reaper, to remove souls that linger
Dream
  1. Dream-down, to help them slumber
  2. Indigo Net, to capture dreams that they might want to keep
  3. Mushroom Cap, to celebrate his fungal creations
Earth
  1. Earth Draught, distilled earthpower to let them commune directly with the world
  2. Mail of the Mountains, armor to protect them from the chaos of the world
  3. Pick of the Diggers, to let them explore the depths of the world
Fauna
  1. Bestial Headdress, to give mortals the senses of the beasts
  2. Great Claws, to give mortals the sharp claws of the beasts
  3. Ochre Fur, to give mortals the protection of the beasts
Fire
  1. Censer of Unending Smoke, to obscure them
  2. First Flame, the gift of fire itself
  3. Sword of Conflagration, to unleash the full might of flame
Flower
  1. Cup of Spring, to bring the refreshing energy of the spring
  2. Platinum Garland, to give them the beauty of flowers
  3. Pollen Jar, to let them gather the pollen
Harvest
  1. The Cornucopia, to provide bounty
  2. Giant's Till, to work the earth
  3. Perfect Spice, to provide flavor
Ice
  1. Cup of Frost, to let them contain the cold
  2. Ring of Midwinter, to protect them in the midst of the coldest nights
  3. Spear of the Blizzard, to give them the power and fury of the winter storms
Island
  1. Bowl of the Volcano, to contain the power of the volcano
  2. Obsidian Hook, to draw forth the power of the volcano
  3. Raft of the Island-Catchers, to carry them through the great oceans and bring their islands along
Life
  1. Bow of the Last Elves, to commemorate the ancient heroes
  2. Heart of Ashar, the source of lifeforce
  3. Silver Seeds, to germinate life
Light
  1. Bright Spectacles, so they might see without obstruction
  2. First Lantern, to show them how to craft light itself
  3. The Lesedian Mirror, the source of The Bright
Metal
  1. Recorium, metal of all metals
  2. Sword of Nine Metals, to show them how to forge weapons
  3. Veinfinder, a compass to find the veins of metal
Moons
  1. Crescent Moon Bow, to protect them in the night
  2. Mirror of the Full Moon, to reflect the full power of the moons
  3. Ring of Three Cycles, to give them the power of the lunar cycle
Nature
  1. Robes of the Druid, to protect nature's followers
  2. Staff of the Elements, to show them the power of the elements
  3. Viridian Calumet, to bond them to nature itself
Petrichor
  1. Autumnal Chant, to greet the cooling of the world
  2. Petrichor Blanket, to let them commune with the fallen leaves and rain
  3. Talisman of the Taiga, to show them the interconnectedness of the forests, the interlocking branches
Plains
  1. Celadon Reed Skirt, to show them how to make clothing from plants
  2. First Horseshoe, to show them how to tame the horse
  3. Pendant of the Plains, to let them commune with wide open spaces
Sound
  1. First Drum, to show them rhythm
  2. First Flute, to show them pitch
  3. First Voice, to show them speech
Star
  1. Astral Sextant, to guide them through the stars
  2. Cosmic Sail, to let them journey through the stars
  3. Zodiac Spectacles, to guide them while they remain on the world
Storm
  1. Tabla of Thunder, to sound the roar of thunder
  2. Suit of Clouds, to let mortals rejoice in the majesty of the clouds
  3. Vane of the Great Storm, to show mortals the power of the weather
Sun
  1. Golden Disc of the Sun, to show them the power of the sun
  2. Jewel of the Desert, to help them survive the deserts
  3. Summer Lantern, to give them the warmth of summer
Swamp
  1. Boat of the Great Marsh, to guide them through the changing marsh
  2. Flute of the Myre, to let them speak across the wetlands
  3. Sedge Robes, to wrap them in the power of the wetlands
Time
  1. Chronurian Hourglass, to show the passing of universal time
  2. Raft of Time's River, to allow his servants to move through time
  3. Stop Dust, to allow his servants to pause
Water
  1. Deep Blue Shell, to allow mortals to commune with the waters of the world
  2. Jewel of the Seas, to show the beauty of the seas
  3. Trident of the Currents, to let her servants command the conflueverant
Wind
  1. Alerion's Feather, to give mortals flight and speech of birds
  2. Satchel of the Four Winds, to show mortals the power of the winds
  3. Talonguards of Featherweight, to give mortals the lightness of the wind
Wood
  1. Branch of the Greenheart, to show them how to use wood
  2. Oaken Heart, to connect them to the trees of the world
  3. Verdant Vine, to protect them from that which would harm the plants
Topic revision: r3 - 26 Oct 2021, SallyJaneBlack
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