Dying Wish
Dying Wish is a Transcendent charm received by Sunny after he killed Solvane for the second time. Its compelling aura draws enemies toward its wielder, inspires allies, and stores power from slain foes that can later be consumed to heal wounds. (Chapters 730, 736–737, 860, 947, 997, 1193)
History
Solvane's final freedom
The Memory appeared as an iron statuette of a kneeling young woman holding a heart torn from her own chest, with blood flowing from the wound. Its description recounts a chained woman who sought freedom in death and, when death answered, delivered it to her captors instead. The story and familiar figure connect the charm to Solvane, whose long imprisonment ended when Sunny killed her again inside the Second Nightmare. The resulting Memory was a Transcendent charm of the first tier, formidable despite beginning with an empty death charge. (Chapters 724–730)
Sunny first exploited its compulsion during the confrontation with Mordret and his Reflections. By placing the charm in the Mantle of the Underworld and augmenting the armor with his shadows, he amplified the effect enough to force Mordret's body to turn back and attack instead of calmly leaving. The Prince recognized the trick and inferred that Sunny wanted to provoke him, demonstrating that the enchantment could impose a strong urge without erasing intelligence or preventing a sufficiently perceptive target from understanding the manipulation. (Chapter 736)
The same encounter exposed a danger of mirrored effects. When Mordret's Reflections copied Sunny's equipment, several reproduced the charm's compelling aura alongside other harmful Memories, stacking fields that threatened everyone within them. Sunny also felt Dying Wish's urge himself while it was active. The Memory could therefore reshape a battlefield by concentrating aggression, but neither its wielder nor copied versions were automatically immune to the emotional pressure they created. (Chapters 736–737)
The center of the horde
In Antarctica, Sunny used Dying Wish as a deliberate threat magnet. During the Stone Hive battle, it called Nightmare Creatures away from the human formation and toward him, letting his shadow tentacles and weapons carve through a concentrated tide. He later carried it beneath his armor while escorting convoys and fighting beside Jet. The tactic protected others by making Sunny the preferred target, but it also multiplied the attacks he had to survive and consumed essence for as long as the charm remained active. (Chapters 860, 947, and 997)
Accumulated deaths charged the Memory's second function. At the Black Skull, Dire Fang tore open Sunny's throat while he shielded Tyris; Sunny consumed the stored charge to close the lethal wound. The healing kept him alive but exhausted the reserve and did not end the battle or fully reverse his disadvantage. During his solitary return to the Source of the Great River, he used the few remaining charges to repair the worst of another set of wounds, showing that partial reserves could still be spent when immediate survival mattered. (Chapters 1193 and 1564)
Destruction outside the Spell
After the Vile Thieving Bird stole Sunny's fate and severed him from the Nightmare Spell, most of his unmodified Memories disappeared. Dying Wish was among the explicitly destroyed items, while only Memories he had created or altered and his two Divine relics remained. Its final state is therefore destroyed rather than lost, transferred, or merely inaccessible; later associations with Effie arise from the shared Second Nightmare and article inventory, not from her owning the charm. (Chapter 1582)
Abilities and properties
Death Wish
Death Wish compels observers according to their relation to the wielder: allies are inspired, while enemies feel driven to seek the wielder out. Sunny uses the hostile pull to redirect groups and force powerful individuals to engage him. The effect can be strengthened through compatible armor enchantments and shadow augmentation, but strong targets retain thought and can recognize what is happening. Maintaining the aura requires essence, and Sunny can become affected by its aggressive pressure as well. (Chapters 730, 736–737, 860, and 997)
Death charge and healing
The charm grows in power as its wielder gives enemies death, storing a charge measured against a capacity of one thousand. That accumulated power can be consumed to heal the wielder's wounds. A large reserve can close an otherwise lethal throat wound, while a small remainder can repair only the most urgent injuries. The charge must be built through killing and is depleted by healing, so the Memory cannot provide unlimited recovery on demand or replace the need to survive long enough to accumulate power. (Chapters 730, 1193, and 1564)
Physical form and equipment interaction
Dying Wish manifests as a small iron statuette and can be mounted within compatible armor. The Mantle of the Underworld's Underworld Armament property greatly magnified its aura, especially when Sunny also augmented the armor with several shadows. Reflections capable of copying Sunny could reproduce the equipped charm and its field, an interaction that made its broad, nondiscriminating influence more hazardous rather than simply multiplying Sunny's control. (Chapters 730 and 736–737)
Ownership and custody
| Holder or custodian | Relationship to the item |
|---|---|
| Sunny | Sole holder and wielder — He receives the charm for killing Solvane, charges and uses it through Antarctica and the Third Nightmare, then loses it when the Spell connection is severed. (Chapters 730–737, 860–1193, 1564, and 1582) |
