These quests have two components, an artifact of power and two scholars(NPC) that have knowledge of the artifacts. 1) Artifact(s) of power: This item is unique; there is only one of it in the game. There is one artifact per element of the game. The artifact automatically flags its carrier for PvP The artifact can be carried, and dropped on the ground, but not stored in any way. The artifact drops upon death, and logging out. The artifact is incredibly powerful, in a way unique to its element. 2) Scholar of (for example) Fire: This NPC has knowledge of the Artifact of Fire. At the start of the game, this NPC mentions the Artifact of Fire; its location unknown. Once the artifact has been discovered, the NPC names the current wielder of the artifact. If the artifact is dropped on the ground, it stays put for 1 minute. After 1 minute, it spawns randomly in the same region in which it was dropped. If the Artifact is dropped, the NPC suggests that the artifact was lost in _____ region. Potential additional things: If the artifact appears in any historical events, the scholar could document it.
So could have a 'sword in the stone' type of weapon? Once every week you need to place it in a stone somewhere, causing a pvp hex event. And you can take it after 1 hour if you is only one left alive?
One could make an entire minigame around that: Take an ordinary sword and perform the rites to make its a "blood seeker". After which you place it in the stone, and enable the PvP zone. The sword grows stronger for every player who dies in the zone within a certain time frame. After which the last player standing can retrieve the sword and use it at full power for a certain period of time The sword's power eventually wears off, and has to be satisfied again with another blood letting (rinse and repeat) Not sure how one would avoid the inevitable exploits (a circle of friends getting together to kill each other while in the presence of the stone). But sounds pretty interesting none-the-less.