Panda Tar wrote:Example:
Artifact name: The Lost Shark-Fin of Eleven Songs.
Artifact effect on a town: due important history background, when people at Sanctuary knows of this artifact is being held at their city, praying is increased boosting 10% of spell casting effect to all Sanctuary heroes.
End of example.
Just showing that the artifact may be nothing really useful, but it has some important history background giving an effect to Sanctuary. If you get this artifact to a Inferno town, for instance, they would know nothing about it.
This is how I would integrate the idea into my game design:
I would have a unique historical artefact for each race. The artefact would tell the story of the origins of the race and how it got embroiled in the affairs of the world. The artefact would enhance the skill that is unique to the heroes of that race. For example, the Dwarf artefact would be a symbol of their craftsmanship prowess and would increase the proficiency with which Dwarf heroes use it.
The historical artefacts from each of the races that comprise a single faction could be combined into a composite monument. The monument would tell the story of their unification, of how they have come together to work for the common cause. It would serve as inspiration to the creatures living in the town and provide them with a sense of shared identity. As such, it would provide a bonus to the function of the town that is unique to that faction. For example, if Necromancy relies on life force to animate dead, the monument could provide a life force bonus.
I would limit the effect of the artefact/monument to the hero/town where it is kept. Mostly because I have other mechanics to spread the effect beyond.
How this fits into your game design, you ask? I have no idea.
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