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Artifacts
Started by dogshitfartelectric

The Taking of Excalibur by John Duncan


Avalore's Artifacts System


As mortals can harness the power of the Arcane and of Fables, so too can mere objects be imbued with impossible abilities. Arcane artifacts dot the land, varying in their power and often changing hands, while Fabled artifacts are even rarer, typically bestowed directly to the worthy. 

 

Artifact Classification

Artifacts are primarily categorized by the significance of their power. While higher tier artifacts are generally more potent, the historical importance, rarity, and circumstances of their creation may also elevate an artifact’s classification. The category an artifact falls within is determined by Staff at the inception of the item, as part of the creation and approval process. These tiers ascend as follows: Common, Uncommon, Rare, and Legendary

Artifacts may be found by chance in events, where everyone attending should have a reasonably equal chance to obtain said item, or purposefully through the requirements outlined in the Acquisition section for each tier. Aside from events, in some instances, research may also be used to locate, identify, or create artifacts—though higher-tier artifacts will typically require accompanying events. Any such items must always be approved by the Lore and Systems teams in a Lore ticket before being handed out by chance in events. Fabled artifacts are even rarer, typically requiring a meaningful connection with a Fable and a Fable-specific eventline. The Lore Team holds the right to deny artifact event requests if they see is as fit.

There is also a limit to the number of artifacts a single character may retain from each tier. While there is no in-world limitation to the number of artifacts one may possess, these limits exist to preserve mechanical balance and encourage a diversity of rewards across the player-base.

Common
Everyday magical curiosities and practical enchantments.

  • Effect: Primarily flavorful, or possessing a minor mechanical effect.
  • Acquisition: May be obtained through low-stakes events, as event favours, or through research.
  • A character may retain an unlimited amount of Common artifacts. 

Uncommon
Reliable magical tools with meaningful but specialized abilities.

  • Effect: Leans more mechanically potent than it does flavorful, though still niche or lacking in game-changing power.
  • Acquisition: Requires 1-2 mid-to-high stakes events to obtain, or a research ticket. Items of this tier may also be awarded by chance during high stakes events.
  • A character may retain up to 5 Uncommon artifacts.

Rare
Powerful relics capable of defining encounters or solving extraordinary problems.

  • Effect: Could be considered a “special ability”; mechanically potent or capable of impacting a scene.
  • Acquisition: Requires a high stakes eventline (3 or more events) to obtain, either by chance or purposefully.
  • A character may retain up to 3 Rare artifacts.

Legendary
Singular artifacts remembered as much for their history as for their magic.

  • Effect: Legendary artifacts are not always stronger than Rare artifacts. Rather, they are distinguished by exceptional provenance, singular history, or direct ties to powerful forces within the realm of Avalore.
  • Acquisition: Requires a high stakes eventline and reasonable circumstances; e.g. a non-Fabled character will not be bestowed a Fabled artifact directly from a Fable.
  • A character may retain up to 2 Legendary artifacts.

 

Written by Electric

Legendary

The items listed below are not common or public knowledge In-Character. A character may retain up to 2 Legendary artifacts.


Evil’s Bane
Fabled

Just as there is light to drive away darkness, so too, is there benevolence to banish evil. This legendary blade holds a sacred light that seals darkness.

Evil's Bane is blessed by the Lady of the Lake to slay the Aberrant, and those without an Oath to her are considered non-proficient when wielding it. 

[Boon] As a single limited action, Evil's Bane may Cleanse the user or an allied target within Melee distance, removing any harmful magical effects. Alternatively, Cleanse may be used as a reaction against an Aberration's supernatural Ranged attack (such as a spell). Upon succeeding a weapon roll, the attack is deflected back at its caster. Additionally, Aberrations struck by Evil's Bane suffer a -3 penalty to their next spell-casting roll, and creatures slain by it cannot be revived, resurrected, or reanimated. 

[Bane] Evil's Bane shines brightly when in Ranged distance of Aberrations, and they will always know the wielder's location, and feel inclined to target them.

Holder: Gambeson (@Groggles)


Reflection

Fabled

Reflection is a Fabled shield made of starsilver and bestowed upon Maliketh. Its mirrorlike face is adorned with intricate engravings.

[Throw]: The shield may be thrown with a 2d10+1 toward a target within skirmishing distance, doing 4 AP damage. It can also ricochet toward a second target within 3m of the original target for 3 AP damage.

[Recall]: Using a free action, Maliketh can recall Reflection to his grasp if it is not obscured within ranged distance.

Holder: Maliketh (@dogshitfartelectric)

Ring of Feigned Death

[Boon]: Using two actions in combat, the wearer turns the ring, immediately dropping to Critical and entering a liminal state between living and apparition. While in this state, the user is invisible, intangible, and may pass through creatures and objects. They cannot attack or cast spells. A near-identical body double is left behind, appearing to have died from a heart attack. The body may be identified as false with a successful INT: Perception or INT: Research roll, but this does not reveal the wearer.

Each subsequent round, those in Skirmishing range of the user may make a contested HAR: Belief roll against the wearer to detect their apparition. Rolling higher, they perceive an apparition of the wearer and may target them. Detection is rolled each round.

When active, the effect causes the user to be treated as 'Spectral' for feats and spells, a hit from a silver weapon ending the effect. When combat or the scene ends, the user stabilizes at 1 HP and reforms, the body vanishing.

The ring may only be equipped or unequipped outside of combat.

[Bane]: While worn, the wearer takes +1 damage from silver and starsilver weapons, and suffers a persistent, nagging fear of death.

Holder: Perilla (@catmerization)

Sliver of Severance

When the Lunar Lady was felled, her infamous wand, Severance, fell with her, shattering into pieces as if tied to her very existence as a Moon-bound Fey. All that was recovered was this sickeningly sharp sliver. It has a constant, faint glint of moonlight--even in the darkest of nights and most obscured places. However, its use was not fully diminished. While no longer able to instantly lay waste to Fey, it can still do harm. 

[Boon]: The Sliver of Severance may be used like a dagger to strike a Fey enemy in combat. When struck, the Fey will have a -2 to all offensive rolls for the next 2 rounds. This takes one action and must be done while in Melee distance of the Fey.

Holder: Maliketh (@dogshitfartelectric)

The Final Nail

A lengthy rapier wrought from Valkian steel by Idris' profane hand. The handle and crossguard, shaped with the ornamentation of coiling vertebrae, will cut and decay any who contact it except Thanatos Fesyla. All but the intended sustain 1 damage each round.

Should the weapon be carried, the wielder will not heal by any means barring attacking another with it. Each successful strike will grant the wielder 1 temporary HP to a maximum of 4, all of which will fade should it leave the wielder's hand.

The weapon's pommel resembles the head of a nail. Made to be stricken with a hammer to bite deeper.

Holder:

Umbraclaws

What was once an enchanted onyx knife belonging to the Requital Crew has been grafted onto Van Pelt’s mutant claws through dangerous Artifice experiments. An unexpected reaction caused the graft to spread across his bones and turn them into inky onyx.

When enveloped in darkness his Umbraclaws are capable of shredding through even Valkian Steel with ease.

[Boon]: While Van Pelt is in Dim or Dark lighting conditions, Umbraclaws become sharper and stronger. Their quality raises to Extraordinary, their damage becomes true AP (bypassing AP immunity effects), and they can easily cleave through structures / surfaces such as metal doors and stone walls. 

[Bane]: Whenever using Umbraclaws to attack while in Bright lighting conditions, they deal 1 less damage.

Holder: Jeremiah Van Pelt (@Vigilance)

Unifying Gaze
Fabled

A pendant shaped like a staring eye, colored faint gloam on one side and autumn ochre on the other. The trinket may be held directly before undead of any variety or origin, revealing to the holder exactly how to undo or purify undeath from its form. Afterward, the eye on each side will shut—its guidance sealed until once more revitalized through pilgrimage.

Holder: Meriel Noctis (@Pyrias)

Volcris
Fabled

Description pending finalization of item rework.

Holder: Drenmir (@Fryzbee)

Rare

The items listed below are not common or public knowledge In-Character. A character may retain up to 3 Rare artifacts.


Ancient Mountain's Gale

An old Irian fan, clearly crafted during the heights of the Kensho Clan. The fan itself depicts a serene mountain peak, where green-tinged gales weave around the peak. The pin connecting the fan together seems to be made of sculpted emerald, and the fan. despite its age, seems to be wholly unworn by time.

[Boon]: As a limited one-action ability, the wielder of this fan may blow a gust in a direction away from them. Creatures within Skirmishing distance in that direction get knocked backwards 3 blocks.

Holder: Myra (@Bookwormpower)

Arbor’s Reach

A weathered polearm coiled by tight, flowering vines. The closer one becomes with nature, the greater their attunement with this instrument becomes.

[Boon]: Three times per day, using both actions on their turn, the wielder can unleash gnarled vines to perform a Grapple or Pull maneuver from Skirmishing distance. At DM discretion, this may be used to interact with objects. The maneuver uses the weapon’s template in place of an Unarmed roll, and can substitute HAR: Nature in place of STR: Athletics. Each time this technique is used, flowers wilt and fall until the staff has none left. Ten minutes of meditation amidst greenery the following day will restore them.

Holder: ?

Betrayer

A gold ring shaped liked a coiled snake with ruby eyes. When worn by a vampire, the fangs will sink into the finger, preventing it from being removed.

[Boon]: If the wearer consumes the lifeblood (kills via a bite action) of someone that fully trusted them as a friend or loved one at the start of the scene, the required health to be considered at Fully Fed is reduced by 1, to an overall minimum of 17.

[Bane]: Autofails the HAR: Belief check to resist the compulsion to feed if the vampire is not Fully Fed.

Holder: Cosimo (@mallsharkz)

Carved Shell Necklace

A shell carved with sea-worn sigils, bound with leather cord. The wearer ignores the penalties for Attack, Evade, and Block rolls made in deep water and allows the use of Skirmishing and Ranged weapons in deep water. 

Holder: Callan (@Bobbie)

Crescent Blade

A slender greatsword with a Moon clan crest upon the crossguard. When you successfully strike a target that is Grappled or bound by magical means, a magical tie of water binds them even further. When taking the Struggle action to break free from the Grapple or magical bind, 
the target must succeed an additional STR: Athletics. This effect stacks for every successive hit, up to three.

Holder: Azuran (@A_Z_U_R)

Eelspine Greatsword

A giant blade of pure bone, held together with a hilt of coral, while being as heavy as a greatsword, there is an unnatural lightness to it. An oath is carried by the blade, a lingering fragment of a spirit long gone into the cursed depths. 

“To protect your loved ones.”

Said oath may rattle the blade in battle, pushing the wielder forward with unnatural speed.

[Boon]: Once per scene, as a limited action instead of a regular strike, the user may instantly move to and strike a target in Skirmishing distance provided the path to the target is unobstructed.

Holder: Tyger (@CitrineCrust)

Flambeau
Fabled

A cresset that doubles as a mace with a handle and grip. Its flame only alights when gripped by an oathsworn to the Lady of the Lake.

[Boon] The cresset may act as a Lantern tool and through a single limited action, the oathsworn is able to guide allies to its light. Until the end of the oathsworn’s next turn, their base movement is increased by 4 blocks and allies moving towards them also have their base movement increased by the same.

[Bane] The oathsworn that bears the light has no place in the darkness. All stealth checks are done with a -3 modifier.

Holder: Caleb (@BirdmanDean)

Gatekeeper

A pure-black barrier of once-metal that reflects the stars and what lays between them.

[Boon]: When blocking, a successful shield roll with nullify inbound projectiles (including spells), shunting them off to the ether as if a window rather than a wall.

Holder: Grydda (@MightyLug)

Lovebites

A grand, gothic blade, forged from accursed refined steel. Unlike any other reflective surface, a vampire may gaze upon the blade and be met with their own visage. Eerily, blood is drawn to the blade, and the winged Dragon-blessed recognise the sword as an aberration.

[Boon] With every successful attack, 1 HP worth of blood coats the blade, up to a maximum of 3 HP total. This blood may be consumed using an action, healing for the amount of HP stored. Stowing the blade resets the amount of stored blood to 0. Only a vampire may benefit from this, and the typical banes of vampirism apply: starsilver and silver temporarily disable the effect, and uningestible blood does not count toward the stored amount. 

[Bane] Of a cursed nature, the blade calls to vampires and stokes their inner greed. While the blade is in hand, vampires within Skirmishing distance must succeed a HAR: Belief check at the start of their turn or succumb to its call, becoming entirely fixated on taking it for themselves. Additionally, if the blade is presently storing blood, the wielder must feed from it or attack using it; if they spend a turn not doing one or both, they take AP damage equivalent to the amount of blood stored, which then resets to 0.

Holder: The Stranger (@Child of Rapture)

Release

A thin blade made from a blood-red metal of unknown make. The length of the fuller is inscribed with ancient Aedall text: ri%j€]qi¥

[Boon]: After killing a target that possesses blood using this weapon, the wielder gains 2 temporary HP. Additionally, on a successful hit, the wielder may increase the weapon's damage by 1 at the cost of 1 HP. Wounds caused by this blade, both self-inflicted or otherwise, take twice as long to heal.

[Bane]: The wielder feels a great sense of protection towards the blade, compelled to guard it with their life and always keep it on their person. Once drawn, it cannot be sheathed or put away until it has tasted blood, and starting a turn within Skirmishing distance of a near-death target (in Critical or stable in Bleedout) will compel the wielder to violently finish them off unless they succeed on a HAR: Belief check with +1.

Holder: Helara (@D_K)

Siren's Call
Fabled

Within your hands is a blessing of the Siren Serene. Crafted from exquisite silver, the chain seems weathered and tarnished from years beneath the waves. At its center, a deep sea-blue sapphire, sits expertly carved into the shape of a nautilus shell.

[Boon]: Once per encounter- or as a free action outside of combat- the wielder of the Siren's Call is able to issue commands to nearby dolphin sized or smaller sea-life. While unfit for combat, these creatures are capable of simple commands (go, stay, follow, fetch). More complex commands (see: Animal Kinship feat) can be made with a successful Belief check. Already passive sea-life, such as schools of fish, linger near the wielder as a friend of the Siren and ocean alike.

Holder: Callan (@Bobbie)

The Fell Star
Fabled

A fragment of meteoric iron that has been fashioned into a heavy mace. It exudes a powerful force of attraction.

[Boon] Gravitic Weight: The weapon gains a +1 modifier to its attacks against creatures larger than a greatling or to creatures considered, or are, wearing heavy armor. This does not stack with other bonus modifiers.

[Bane] All forms of loosed projectiles (recurve, sling, longbow, crossbow) target the oathsworn with a bonus +1 to their attack rolls.

Holder: Iselle (@MsTorii)

The Third Fragment

A twin-pronged spear mounted upon a short haft. The balance is broken, and it is difficult to wield with one hand. This fragment is what remains after a tether was split but never reconciled.

[Boon]: When a spectre, apparition, vampire, or possessed entity is successfully struck with this spear, an echo of the third fragment remains embedded within them until an action is taken to remove it. While embedded, enemies targeting the afflicted benefit from a +1 to weapon aim rolls and deal a bonus 1 damage. Additionally, this may be used to sever a possession at DM discretion.

[Bane]: After every attack with this weapon, the wielder must succeed a HAR: Belief or STR: Fortitude roll, immediately falling Prone in a slumber should they fail. In this state, they are unable to move or act and do not wake until they take damage or until an ally expends an action to shake them awake.

Holder: Thrudni (@Rinnie)

The Last Battle

An ancient bastard sword, weathered with notches along the metal like scars. The ruddy tint gives an impression of metal caked in long-since dried gore. Still, it remains supernaturally sharp.

[Boon]: As a limited action, once per day, the wielder can power through their injuries and stabilize themselves to 1 HP.

[Bane]: In their sleep, and even sometimes in waking, the owner of this blade often has nightmares and visions where they meet a grisly and horrific end - yet, they are drawn to that fate. When wielding the blade, the temptation to fight even losing battles rises, regardless of injuries accrued. The blade will only change hands between the slain and slaying, and will always occupy a place in the owner's equipment thereafter.

Holder: Altheric (@Jarckow)

Thunderbrand

Thunderbrand is a spear made of refined steel, nearly two centuries old yet still in impeccable condition. Near the middle of the spear, an odd maker's mark is engraved: the first banner of Cazmuth. Jolts of blue lightning echo over its surface and crawl up the wielder’s arm, hinting at some hidden power.

[Boon]: Three times per day, after successfully striking a target with Thunderbrand, the wielder may dissipate and reappear on a block adjacent to a target within Skirmishing distance of their original position in a flash of lightning. Using Thunderbrand, they may make a free, half-damage attack with a -2 penalty against the target. This does not count as movement or trigger movement-based effects.

[Bane]: Over time, Lichtenberg figure scars develop on the wielder’s arm. Each time the effect is used, the wielder takes 1 AP damage.

Holder: Yarrow (@Moosh)

Tidecaller Conch

A pearly conch shell. By blowing into the conch, you summon a more favorable current in a scene. Allies and yourself forgo rolling DEX: Acrobatics or STR: Athletics to stay afloat in Deep Water, and only incur a -1 penalty to all forms of movement.

Holder: Tayde (@Olomet)

Tiger-Eye Ring

This ring tightens around the user's finger, and is not removable. The wearer cannot naturally heal any more than the base amount of HP per day (3 HP), for instance, this includes medical RP and potions. The wearer may add +1 to the contested Grapple or Struggle roll (before it is rolled) for the cost of 1 HP.

Holder: Cuandi (@Fortune)

Yama's Obsidian Eye

[Boon]: As an action, the wielder of the Obsidian Eye can cast it down on the ground to expand an opaque cage of etheric energy with a 4 block radius centered on themselves. The cage functions like an Etherdome that lasts for 3 rounds and can be dispelled, though only the user and a single target of their choice are kept inside for the duration while all others are shunted to the nearest grounded space outside of it.

After expending its energy, the Obsidian Eye can be recharged a week later with a cast of Etherdome upon it.

Holder: Helara (@D_K)

Uncommon

The items listed below are not common or public knowledge In-Character. A character may retain up to 5 Uncommon artifacts.


Amulet of Vesseled Delusion

A cursed silver amulet shaped like a curling snake with emerald eyes hanging from a metal chain. Holding it suggests wearing it will give you a new purpose, and while worn, you are under a continual Self Delusion spell; you forget your true identity and see yourself only as a vessel for an unknown purpose.

The owner of this amulet is one known as ----- (DM Chuiden).

Holder: Lena (@Fortune)

Cetacean Tusk
Fabled

A narwhal's tusk, around two metres in length. Through Fabled means, the weapon has been perfectly balanced to fit the hands of a blessed of the Siren Serene, acting as an improvised weapon when wielded by anyone else. 

Holder: Callan (@Bobbie)

Cloak of Calm Wake

A silk cloak dyed deep blue-black with runes on the seams, that always flows with you to the path of least resistance. Once per scene, if you fail a DEX: Stealth check, you can reroll it with a -1 modifier.

Holder: Crow (@Captain_Cynical)

Dancers' Scythe

Two matching scythes, meant to work and dance together.  

[Boon] If both scythes are lifted and in Skirmishing distance of one another, an attack roll that does no damage can be made to instantly pull the other scythe user adjacent to your current position. This ability may succeed only once per combat encounter or scene and will lower the scythe when used, even if the ability fails.

Holder: Finwick (@EndlessMusic) & The Stranger (@Child of Rapture)

Etheric Projector

A steel box inlaid upon each side with complex, interlocking runic circles of Etheric and Artifice origin. On one side is an activation rune which must be channeled into for the device to work. On the front face of the device is a lens, through which an interactive map of the Ether is projected in an indigo light.

Holder: Adrian (@Kamaoe)

Impression of Sin

An engraved wooden charm in the shape of a face mask contorted into a wicked grin.  It could be worn as a necklace or attached to a piece of gear like a weapon or armor.

When the bearer of this charm makes direct eye contact with someone, that person will feel the weight of what the bearer considers, even subconsciously, their sins.  Prolonged eye contact will intensify this effect until brief visions of the memories can be made out.

Holder: Medea (@UnwantedComedian)

Living Legacy

A strange brass puzzle box. When holding it, the world feels like it slows around you. It calls to you. It's an offer.

A character can use this item by rolling a 1d10. On a roll of 1-6, they fail to solve the puzzle and will immediately age by a year. On a roll of 7-10, they succeed and will feel rejuvenated as their body un-ages by a year. This can be repeated once per day as the puzzle resets.

Holder: Seamus (@Megladon)

Magpie Feathers

Layered feathers, blue black and white which sharpen to a fine point.

[Boon] The wings of the blessed count as a held Small Blade template.

[Banel: If disarmed, the blessed's wing is broken and they lose access to the Small Blade template and their ability to fly for the rest of the scene.

Holder: Crow (@Captain_Cynical)

Mask of the Stag

“Become what you fear, and it is you who will be remembered.”

A mask of eerily pristine bone– that of a stag skull with imposing, branching antlers. The only marks upon the skull stand in stark contrast to the bone’s white glow; streaks of inky black that look as if they’re falling from its eye sockets like dried tears.

[Boon] When this mask is worn, the wearer’s form is entirely cast into pitch black shadow, similar to if their body has been coated in an impossibly black paint. In exchange, the wearer is rendered entirely deaf, yet their other senses remain intact. This total silence can easily drive the wearer mad. Wearing the mask for too long, or too often, will make them succumb to this madness.

Holder: Azena (@AzNihil)

Meteoric Greathammer

A warhammer of intimidating size, crafted of some form of hardened crystal by the Just Moon. It is monstrously heavy and unwieldy, yet can be brought down with devastating force by those strong enough to wield it. The weight of justice rests heavy on your shoulders.

Attacks made with this weapon suffer a -2 penalty unless the wielder has STR: Athletics +3. It can be used by characters with the requisite STR: Athletics bonus for two actions to destroy or shatter structurally-unsound objects at DM discretion.

Holder: Maliketh (@dogshitfartelectric)

Music Box of the Silly Guy

A music box of foreign origin with a small statue of a guy with googly eyes and a drum in hand. When wound up, it would play a funky little tune of a random origin, the drummer drumming. Whoever listens to the tune feels the urge to giggle, though as soon as it ends they may stop. This does not affect combat in any way. The owner is, however, cursed to play the music at inopportune moments, as they think it would be hilarious. At the start of combat, the owner needs to roll harmony, and if a fail or mixed success, must take their first two actions to wind up and play the music box. The curse is bound to Arno initially, and can be broken only by having it taken from them, and for 3 days they will seek to get it back by any means until it is transferred to the new owner on the fourth day. 

Holder: Arno (@Megladon)

Pacifist's Bell

A golden sleigh bell, bestowed by Baron Rufus. 

[Boon]: When rung once, anyone within Skirmishing distance of the user, including the user, are unable to pry weapons from their sheaths. By some strange magic, they stay bound to their sheath for one round, after which the effect fades. The bell takes one action to ring, and can only be used once.

Holder: Sonoko (@NottLogi_711)

Raime's Helmet
Fabled

An burgonet helm of refined steel, gifted to Raime by an Oathsworn of the Lady of the Lake. The helm will forever fit Raime and bears the ability to shift form over the course of a turn, able to take on a variety of aesthetic appearances. Its typical appearance is in the shape of a boar's head.

Holder: Raime (@Dee)

Sailor's Heart

A pristine pearl earring. The wearer is linked through the Nocturne to the other earring, and for as long as they wear it will know the path to reach it. Due to the subjectivity of the Nocturne, this path is not necessarily direct, or even sensical.

Holder: Raven (@Bliinx)

Silver Coin of Foresight

A shining, silver coin bearing the visage of a stoic, curly-haired individual with dimples on the front. The back is engraved with the symbol of an alder tree. 

[Boon]: When the coin is flipped, it will always land on the side that the user does not desire. If the flipper desires both results of heads and tails, the coin will land on its edge. balancing.

Holder: Hazel (@Xeno_Wyvvern)

The Silver Spoon

A customised spoon made from porous metal, crafted by the joint hands of a blacksmith and an alchemist. Embedded within the small pores of the metal lies the deep crimson of distilled Bloodweed Sap, forming to fill the void within it that keeps the spoon together for use. 

When the spoon makes contact with food or drinks that contains natural poisons, the metal of the spoon dissolves away, leaving a bright red stain from the Bloodweed as an omen all over the contents. This process only occurs once, as there is no way to return the sap into the dissolved metal.

Holder: Helara (@D_K)

Twice-Taken Fate
Fabled

An iridescent feather of indigo and gold, bound to a necklace cord. When held to the sky, the wielder divines direct consequences of a chosen action. A DM or player may be asked the impact of a decision. If the answer carries any true weight, the feather turns stark white, and becomes entirely mundane. With an under-gone pilgrimage, it may once more be revitalized—regaining its color.

Holder: Myra (@Bookwormpower)

Twin-Toned Prism
Fabled

A fragment of red and blue glass that may be held up to sunlight or starlight, casting a quiet image of Helara's father—clear, lifelike, and still. She may speak to him, regardless of place or circumstance, and he will answer back for as long as she wishes. When the talk ends, the glass becomes ordinary again, its light faded, and its purpose fulfilled. Through undertaking a pilgrimage, Helara may replenish the prism's light and ability for additional use.

Holder: Helara (@D_K)

Vambrace of the Dry

A silver wrist-vambrace with a beveled inset aquamarine cabochon. Once per scene while wearing this vambrace, you can cast [Drain] as a limited action.

Holder: Tali'Caele (@Nerdocalypse)

Witch's Heart

A pristine pearl earring. The wearer is linked through the Nocturne to the other earring, and for as long as they wear it will know the path to reach it. Due to the subjectivity of the Nocturne, this path is not necessarily direct, or even sensical.

Holder: Hazel (@Xeno_Wyvvern)

Common

The items listed below are not common or public knowledge In-Character. A character may retain an unlimited amount of Common artifacts.


Abyss Lantern

A lantern whose wick burns despite most circumstances which would put it out, including when it is submerged in water or choked by a lack of air.

Holder: --

Call of the Depths

Barnacle-Encrusted Hurdy Gurdy, those that play it may feel a haunting urge to play for the fallen a tune of mourning. They shall not be forgotten, not by the one that loves them.

Holder: --

Charmed Salt Whistle

A shell that's been fashioned into a whistle. By blowing on it, you create a musical tone, and can calm frightened animals at DM discretion.

Holder: Tali'Caele (@Nerdocalypse)

Crescent Ring

Silver ring with clan crest. When pressed against an official seal bearing the Moon clan's mark, it glows faintly blue.

Holder: Iselle (@MsTorii)

Ether-Touched Bag

A leather satchel that has tendrils of darkness spider-webbed across it as if stained by ink. It inextricably seems to have more space within it than is taken up by the bag's outer shell. Can hold one extra consumable.

Holder: --

Fisher's Friend

A superbly crafted fishing rod, the line seemingly unable to snap and the hook ever-sharp. In low light the hook seems to glow just slightly, and fish are drawn unerringly to it.

Holder: Konrad (@DocEukaryote)

Forget-Me-Not
A silver amulet with an engraving in the Fey Tongue - "Close or far, our candle burns." A Phantom follows the wearer, a simple benign observer.

Holder: Kyrus (@Nerdocalypse)

Hush Plugs

A pair of wax-silk plugs with embroidered runes. While worn, you cannot hear anything.

Holder: Crow (@Captain_Cynical)

Moonphase Amulet

An amulet reminiscent of the Twin Moons. It matches the phase of the moons in the skies above, no matter where its wearer might be. On some nights, the pendant comes alight, glowing more fiercely when held in specific directions.

Holder: Maliketh (@dogshitfartelectric)

Soul Panacea

A golden compass, engraved with the imagery of a flurry of tiny snowflakes framing the visage of a faceless person. It is remarkably easy when looking at that visage to imagine the face of any within ones memory. Perhaps it could even find them. Just think on it a bit harder. Do you love them?

[Boon]: This compass will point Hazel in the exact direction of any one of her loved ones when she chooses, but it may only be done once.  Once a target is chosen and Hazel or the compass comes into contact with them again, the compass will cease to have any special effect.

Holder: Hazel (@Xeno_Wyvvern)

Sphere of False Family

A finely crafted rosewood box. The finish is superb, with a slight seam at the top that's imperceptible to the eye. Hinges hidden within the lid allow it to open, revealing a plush silk lining the colour of roses. Within the box is a sphere of what looks to be glass. There's no imperfection upon its surface and the orb is deceptively light. Viktoria and another- a figurative partner- are within the orb. They go through life, aging. growing, bearing children. Life is good, at times- others it is not. It loops occasionally, when either of the pair dies, and no loop is ever the same.

The other individual, the one posed as Viktoria's partner', changes between each loop. They're always someone Viktoria would be romantically attracted to, but gender, ancestry. origin- those change with each viewing. The 'glass' ball seems resistant to damage, but sufficient force will shatter it into pieces, destroying the magic of the moving images within.

Holder: Viktoria (@boogiewoogie)

Sphere of Islands in the Night

A finely crafted cedar box. The finish is superb, with a slight seam at the top that's imperceptible to the eye. Hinges hidden within the lid allow it to open, revealing a plush silk lining that absorbs and consumes all light, rendering it to pure blackness. Within the box is a sphere of what looks to be glass. There's no imperfection upon its surface. This orb is heavier than the others- weighty, dangerous, though only while separated from the box that holds it.

There is an island held within the orb, floating in an ocean of pure blackness. More dot the far horizons, and upon the island is a tree, withered, dying. Time flows backwards, returning it to life- then sapling- then seed. This repeats, forever. The 'glass' ball seems resistant to damage, but sufficient force will shatter it into pieces, destroying the magic of the moving images within. Additionally, it acts as a focus. It can be used once to Portal to the Island within, but will forever shatter afterwards.

Holder: Adrian (@Kamaoe)

Sphere of Misty Mountains

A finely crafted mahogany box. The finish is superb, with a slight seam at the top that's imperceptible to the eye. Hinges hidden within the lid allow it to open, revealing a plush silk lining the colour of clouds. Within the box is a sphere of what looks to be glass. There's no imperfection upon its surface and the orb is deceptively light. Within the orb is an image of mountains. Clouds move over the peaks, and those knowledge of Korami geography would know that they depict the tallest mountains of Uul'san. Sometimes, you can almost see people climbing the peaks. The 'glass' ball seems resistant to damage, but sufficient force will shatter it into pieces, destroying the magic of the moving images within.

Holder: Suzume (@Sapphires_Rose)

Sterling Silver Sword

A blade of solid silver with a carving of chain links up the centre rather than a fuller. The chain motif continues into the crossguard, quillons flowing out more akin to braids. The handle, a silvery wood, gives way to an ornamental pommel shaped in the form of a coin.

[Bane] When used against fey, this weapon deals -1 damage.

Holder: Eivor (@kass)

Tideglass Compass

A compass that always points to the nearest safe harbor or fresh water reserve.

Holder: Iselle (@MsTorii)

Timeworn Longsword

A rusty longsword, no longer of any use in battle. Its once-shining steel is now corroded with flaky rust, its previous appearance lost to time. However, not all is forgotten. When one wields this sword, brief glimpses of the memories of past owners can be seen.

The learned practice of a knight-in-training, the battles she fought valiantly with this very sword in hand, until she takes on a squire herself and the memories shift. A new wielder, young and full of spirit. The memories fade as the life of this young squire subsides, succumbing to starvation. No useful information may be gleaned, just brief glimpses of these wielders' pasts when they once held this very sword.

Holder: Azena (@AzNihil)

Two-Tailed Coin

A simple, golden crown. This circular coin is remarkably clean and free of any scratches or blemishes, but would not be considered legal tender on account of its design which has not been minted anywhere else. The 'heads' side features the design of a resplendent firebird while the 'tails' side displays something like its shadow.
The coin will always land Phoenix-side up when flipped during the day, and Equinox-side up when flipped at night. It is utterly mundane otherwise.

You can see your reflection in the sparkiling metal of the coin.

Holder: Raven (@Bliinx)

Withered Hand

A sickly, emaciated hand wrapped in bandages, keeping its flesh preserved and free from rot. Bone sticks out from when it was once attached to the rest of its body. Now severed, it still writhes with life. It can occasionally be seen twitching, its fingers writhing unnaturally.

[Boon] When close to a living being, it will grasp onto them and refuse to let go. A successful or mixed STR: Athletics check will dislodge the hand and disable it from grasping temporarily.

Holder: Azena (@AzNihil)