20.6.8 Hunting Grounds

The Hunting Grounds are sacred to Lord Haern, the Hunter, accessed by KNEELing before the cairn stones that are dotted throughout the wilds of Sapience. Inhabited by beasts and other adventurers alike, it is a place for bloodshed and assertion of dominance as the top hunter, as only they will reap the rewards the Grounds have to offer. A variety exist and have been known to aid those in search of ylem and leylines in a myriad of ways. These ancient artifacts are impossible to give away or take save by death, making all who bear them open to combat and death at any moment. If you are unwilling to bear the mantle any longer, you may choose to RELINQUISH the item.                                          

The Hunting Grounds is a special area, where anyone within it is considered open for attack (open PK). Only two people may be inside it at any time, and the only way to leave the grounds is to be the sole survivor within it.

Whenever a second individual enters the Hunting Grounds, a five minute timer will begin, after which everyone in the area will be afflicted with battle hunger. After another five minutes has passed, everyone will be afflicted with bloodlust, in addition to battle hunger. This will immediately affect any other individuals who enter the Grounds while the afflictions are active.                                                 

The following is a list of the artifacts and their benefits:

Claw, sword of the Hunt
- REND SPACE to split everyone in your location into two separate locations, known as splinters.
- Players will be evenly split by their tethers into the two rooms.
- Splintered rooms have a 75% chance to stop movement when leaving them.
- Has a cooldown after use.
 
Shade, robe of the Hunt
- You can WARP <direction> to leave a location.
- This movement is considered magical and has evasion properties.
- In terms of afflictions, only paralysis, both legs broken, or a writhe-based affliction will stop it.
 
Silence, cloak of the Hunt
- Makes it impossible for players to target you with ranged attacks.
- Indiscriminate abilities are unaffected.                                
 
Stag Helm
- You can HELM LINK <target> and then HELM PULSE to deal psychic damage and 1.2 second stun from within the area.
- The attack will interrupt any channeled actions being performed by the target.
 
Rowan Box
- Solving this puzzle will grant your city additional ylem and give you some gold. Only gold is given if you lack citizenship.                                
 
Night Eye Pendant
- Find the location and class of another through all means.
- Use the command EYESEEK <player> while it is worn.
- Does not trigger abilities/artifacts that might warn the target.
 
Defiant Rose
- WEAR it and receive 20% damage resistance against the last damage type that hurt you.                                                          
 
Ivory Bough
- POUR <bough> ON GROUND to instantly destroy most in-room effects.
- Must be dry ground in order to work.
- Three uses only.

Shattered Tusk
- WEAR it then REACH <target> within the same area to summon them after a 6 second channeled delay.
- Initial cast can be prevented by protection abilities like the shield tattoo.
- Once the summon has begun, it can only be stopped by leaving your current room.
- Can reach into neighbourhoods, providing you are in the city area, but not out of one.
- Can pull people out of their Haven and back into their shell, as long as you are in the same area as their shell.
- Can reach into portal/wings rooms from the Skies and Death Caves.

**NOTE: While you are in possession of any of the above artifacts, you are OPEN PK regardless of whether you are in the grounds or not.

See also: HELP PK