So you've got Item Crafting
. And you've got Flavor Text
. And then you mix them together, and you get Blatant Lies
Supposedly you first create so-and-so item, let's call it a Fire Sword, five minutes ago. Flavor text will tell of how the sword was used in an ancient battle between wizards 500 years ago. "Five hundred years ago? I made the thing TODAY!"
There are some possibilities here. Perhaps the item was made, then became Excalibur in the Rust
; but Rusty Excalibur had its own name and legend
. Maybe you've merely rediscovered an old formula. Maybe you're not actually crafting a new weapon, but using some sort of Summon Magic
to call the item from wherever it's resting. Maybe it'll go back in time after you're done with it and have been used then. Maybe in this universe items
can be reincarnated
. Maybe An Entrepreneur Is You
, and not a very honest one
at that. Or maybe the flavor text is describing another sword of the same type and ability
as the one you just made to give you an idea of what your new blade is capable of.
...Then again, maybe we're overthinking it
...? Justified, somewhat, in that eBay users tend to do the same thing, fluffing their sold items with an Informed Ability
or two. Perhaps this is just a way to "add value" to a newly made item.
- The Star Ocean games do this a lot. It's possible you're just recreating the item for whatever planet you're on; and the flavor text is aimed at us, the audience; but still.
- Recettear: The fire bracelet I made caused the centuries-old desert? Really?
- As far as the customer is concerned, yes.
- NieR can be guilty of this: Take your weapons to be upgraded and you get some backstories claiming that the weapon once caused an ancient tragedy.
- There's a reason for that. Nier is a direct sequel to one of Drakengard's (most infuriating) endings. Most, if not all, of those weapons were Caim's.
- Not to mention that Nier and the blacksmith don't create any of the weapons. You find or buy them all, the blacksmith is just improving or restoring them.
- A recurring feature of the Might and Magic games is the presence of ores of various qualities which can be brought to craftsmen and used to make equipment. With the best ores, you have a chance of making equipment which is not merely ancient, but unique and legendary. In the sixth game, one of the enchantments which can appear on equipment is the "antique" modifier which multiplies the item's value by ten. By using the Enchant Item on unenchanted items, you may randomly turn them into antiques.
- Kingdom of Loathing has the Legendary and Ultimate Legendary Weapons of each class; with four each; even if one is an upgrade of another. It spoofs this in having the Accordian Thief's Ultimate Quest Weapon have a legend about something that hasn't happened yet. "It's even whispered that Shelia the Creeper used it to assassinate the villainous Pope Flaunchett VIII, though it'll be a while before that can be confirmed, since the current Pope of the Kingdom of Loathing is Flaunchett VI."
Not every magical weapon is forged of meteorite iron under an unusual planetary conjunction, inscribed with gilded runes of ancient power, and imbued with supernatural strength and sharpness through mystical rites and sorcerous incantations. In truth, many of the most powerful weapons of lore are possessed of far humbler beginnings — common metal, torn from an enemy's grasp in a dire emergency. If the warrior survives the day, the weapon will likely be kept. Polished, sharpened, and re-sharpened, it will be carried from battle to battle, becoming as much a part of the man as his own arm, and as his name rises from warrior to hero to legend, so too will an aura of reverence and awe begin to surround the blade. Legend and belief are powerful forces, and it should be no surprise that a powerful artifact might have become powerful simply by dint of everyone believing it to be powerful. That is, after all, where the gods came from.
- In the Dragon Age series:
- Played With in Dragon Age: Origins – Awakening, where you can have an Infinity+1 Sword crafted by the Ultimate Blacksmith from ancient dragonbone, which immediately gets a Codex entry and even a line in the epilogue—but not because of its past history, but because of its future history. In other words, you create a weapon so ridiculously overpowered that the game gives it its own legend as an advance payment.
- In Dragon Age II, killing a nameless high dragon will let you loot her Fire Gland, which, in turn, can be crafted by a local enchanter into an amulet named Urzara's Tooth. This unlocks a Codex entry, which claims that Urzara's Tooth is a 200-year-old relic of a dragon-worshiping cult.
- Averted in Neverwinter Nights, where a weapon or piece of armor made by in-game will have the flavor text describe it being made by the specific blacksmith, in the current year and for the current campaign but in the same style as the "ancient" equipment◊ so it feels like the player is crafting their legend for future adventurers as they play the game.
- Played straight in the Expansion Pack Hordes of The Underdark. The game take place only a few months later and you find the über version of those same items, only they have new backstories.
- Averted in Drakengard (where, in both games, weapons reveal their histories as they increase in level) in two ways: one, you don't craft weapons, but instead unlock them, so you're not just making ancient weapons from scratch; and two, the starting weapons of your characters in the second game... have the backstories of their wielders as their histories.
- A slight example in The Elder Scrolls V: Skyrim. Items have several levels depending on the quality, the highest level being "Legendary". So with a high enough smithing skill, you can forge a weapon or piece of armour, then immediately take it to a grindstone or workbench and make it legendary, despite being literally seconds old.
- The various daedric artifacts of the Elder Scrolls series are a justified example, as an associated deity chooses how the artifact manifests in the physical realm. The Savior's Hide in Skyrim, for example, is made from the skin of a werewolf you just slew.
- The Monster Hunter series abounds in this, possibly justified in that hunting is a business that has been going on for hundreds of years, and as long as you have sufficient materials you can make endless duplicates, thus implying that all the backstoried weapons you use are simply replicas of the versions that made the legends.
- The NeverEnding Story explores this idea in-depth, as Bastian can create whole worlds from scratch, and they come with their own history and mythology, even if Bastian did not think this up himself.
- Happens to entire countries in the Ravenloft setting, where new realms that coalesce out of the Mists upon a new darklord's arrival come complete with their own "ancient" legends and histories.
- Almost every weapon in Dark Cloud will do this upon building it up. Doubled in that they often have different, completely unrelated backstories for every upgrade. Somewhat justified, because you can find some of these weapons in high-level dungeons.
- Played straight in Kid Icarus: Uprising when fusing weapons. However, these can also be found in levels, where the legends might be reasonable.
- A non-literary variant in The Warlords of Nin, where the hero is told tales of the legendary sword Zahligkeer, which he will need to defeat the titular villain. When he asks where to find this sword, he is told that it doesn't yet exist and he needs to make it. Apparently, the legends were in fact prophecies that for some inexplicable reason refer to the sword in the past tense.
- Dwarf Fortress will have engravers start depicting epic events on the walls and precious items of the fortress as soon as the event has happened. Maybe they're just vain.