Sea Bone Charms
The sailors of Mayfolk hold a great deal of superstitions regarding symbols carved in bone, with the most coveted being made of whalebone.
Of course any wizard or scholar can tell you this is just superstition. That the charms cannot protect you from storm and shipwreck, and yet, when Muu looks upon them she gets a strange feeling of deja vu, like a half-remembered dream. Working with local scrimshanders and her initiates, Muu was able reconstruct the half-dreamed script, at least on some small level, giving us this meagre boon.
Using the knowledge gained from the Ymis charm's development, these charms are truly capable of a great many things. They can protect against magic, weather, and force. However, they can only protect against a single type. Charms for the weather protect against rain, drowning, and trauma. (Being based on the normal Novice frequency) Charms focused against force do so very well, useful for warriors and those in dangerous workplace environments. And for those of Magic, well.. They are extremely useful for preventing outside manipulation, which many politicians, priests, and nobles would appreciate. (In addition to being quite the look.)
Of course... While we have much bone, and the forge can help mold it. What we don't have is enough workers. Using some of our wealth, we can setup an arrangement with nearby villages for more workers and most importantly, all the bone we need to see this treasure spread far and wide.
Sea-Bone Charms will be sold in three configurations, decorative necklaces meant for magical protection, a sturdy bracer for physical protection, and a whalebone charm for the mixed protection. Our Wealth has been used to increase production, allowing more to be sold/gifted in INF lanes, and in combat lanes allowing us to outfit a good number of warriors with physical protection. These charms crack as they are used before shattering softly into dust and fragments, but their numbers should ensure widespread distribution.
Most of the enchantment work is pretty much the same, just differing frequencies in one part of the enchantment. How hard a charm is used determines how long it lasts. Magic ones last a long while until they need to protect from magic. Physical ones drain quite quickly when defending from blows. While the Mixed version offers constant low-level protection from the elements and world, not being suitable for combat. It should be noted that like the Ymis Ward they are based on, a person can not make use of multiple charms on their person, as their conflicting frequencies cause an explosive burst. Thankfully this only occurs if multiple link to a person, and charms of the same type seem to do fine together.(Though offer no tangible benefits due to both draining to do exactly the same thing. It doesn't stack)