Artifacts

Page 2


 
The sword of Dawn

The Sword of Dawn can be of any size or shape, changing to suit the needs of the wielder. It's power stems from the beginning of the next Universe and as such has some influence over Time itself

Able to channel power from the End of Time, the Sword acts as a Champion's blade, championing the Cosmic cause of Balance. See Law, Chaos and the Balance for more info.

Dawn can only be wielded by the descendants of Dawn; of the bloodline of Lord Rune himself.

It's powers are ;-
+30% to hit and +6 / +6 damage per critical.
Indestructibility - The sword will only break when the Universe ends.
Plane shift  - to any Realm in a World's sphere.
Activate gate / Deactivate gate. Allowing wielder to traverse Worlds.
Call the Dawn - Call Dawn's light (unlimited range) by thrusting the sword into the sky.
Return to wielder - Nothing can prevent the sword (even Lord's of Chaos and Law) from returning to it's wielder's hand.
Ride the Dawn - As the moment of Dawn passes, the wielder can be swept along with it, crossing the entire world in 24 hours.
Step into the Dawn - At the Dawn of the Next Universe exists a valley; the Valley of Dawn. This place acts as a safe haven in which to rest and recuperate.
Supreme Manifest - When confronted by Cosmic powers the sword adjusts itself to meet those powers head on... For instance, if a Chaos Lord has +150% extra to hit because of its size, the sword can cancel it out. Or if need be, the sword and wielder can grow to the same size as the Chaos Lord. The only problem is the Manifest can only equalize / balance one variable at a time.


The Runestaff
An Item of the Cosmic Balance
Taken from Micheal Moorcock's Eternal Champion Series

The Runestaff is an immensely powerful object of the Cosmic Balance and as such, exists in countless facets across the Multiverse. Some versions of the Runestaff appear as staves, others as rods and some even as swords or even living beings. But despite how the Runestaff appears, its powers remain the same throughout time, space and reality ;-
 

  • The Runestaff is the only device that can bring Balance to a World. It does this by summoning the cosmic scales of ANU
  • The Runestaff can also be use to weigh judgment upon a world. Two judges must also be present, one of Law and one of Chaos. Various Judgments can be passed. Some examples of these are - Banishing all Law and Chaos from a World or ruling one side (either Law or Chaos) unchallenged dominion over the world. 
  • The Runestaff contains all languages, runes and forms of communication. The wielder of the Runestaff automatically understands all of the above. Furthermore the Runestaff can send messages anywhere in the Multiverse and to anyone (in its current Time Frame) and remains linked to all other objects of the Balance. 
  • The Runestaff is indestructible and more dense than a collapsing star. Any Multiversal power directed directly at it is instantly drawn in and lost within its infinite matrix. Anyone possessing the Runestaff gains +50% to their saving throws vs Law and Chaos
  • If the Runestaff is struck against a power of Law or power of Chaos, the Runestaff will automatically attempt to Balance that power. This can have various effects. Some of these effects may be ;- The Runestaff deals damage equal to 6d10+10 per blow to said power ; the Runestaff nullifies the power or one part of power, effectively negating or neutralizing it. 


Dane's Living Chaos Armor

Belonging to a Lord of Evermore called Turas Dorn, this armor was made by a mad man called Danes.
Danes was a follower of Mor in the 11th century who made clothes for many of the Red Lords. His styles were outrageous and original enough to earn him great respect. However one night, at a gathering of Mor's court, Minantias the Black Wizard noticed Beledon Fetch wearing the exact same style robe as himself. As Minantias had all his robes made by Danes, the vain Wizard stormed out in anger.

Danes tried to explain, saying Beledon must've stolen the idea, but Minantius was unforgiving and bent his Chaos will to a terrible dweomer. Danes was transformed into a living, sentient suit of unimaginative and dull armor.

For hundreds of years, Danes lay in a corner gathering dust, going utterly insane. Now when Turas wears him, Danes can be spiritually heard, gibbering and screaming.

The Armor.

SLA / CHO / PUN / IMP - 18/18/18/18
Danes has a MHP of 50 and regenerates at 5 HP / round (hence the armor appears to repair itself).
Only a wound roll of 150% or more on Danes will allow damage to penetrate through to Turas.
It any part of the armor is separated from the rest, it will stop regenerating. When rejoined though, it will heal itself normally.
Danes' sentience exists in all parts of the armor.


The Phase Falcon

Appearing as a slightly larger than life-sized gold falcon statue of exquisite design and workmanship, the Phase Falcon is a uniquely magical item.

Legends say that the dwarven smith Geovan Goarding was wandering across the peaks of his homeland Issaroch when he spied a beautiful bird diving out of the heavens. He was so taken by it's majesty that he sat down and studied it for many hours.

When he got back to his forge, he created a perfect replica of it in solid gold, but approximately twice the size (as he liked to make big things).

Years later Geovan was showing his old wizened friend Kitgararound the forge, when Kitgar saw the strange statue and almost fell over. Like most of his dwarven kind, Kitgar had never been to the surface or seen a bird. When Geovan told him about the creature and it's flying ability, Kitgar begged Geovan to let him have the statue for a while.

Kitgar was the King's Enchanter, able to imbue the strongest armor and mightiest blades with additional powers. But the statue gave him inspiration to try something new. Using the natural forces of the 3 realms, (material, ethereal and astral), Kitgar "hollowed" out the statue's spirit so that it could receive another. He then used the rare Dwarven art of "Living Stone" to animate the gold and give it life.

This made it possible for Kitgar to spiritually enter the statue. Once inside, by the power of spirit he could flex the bird's wings and animate it's feathers. With tweaking, the statue became much lighter so that eventually Kitgar could get it off the ground by flapping.

Kitgar later discovered a side-effect of his Realm-manipulation. When inside the statue, it was possible to shift it between all 3 Realms at will.

In 1876 the Falcon fell into the hands of the Theogrand family. Then in 2210, Corden, a dwarven smith with the desire to make money and travel the World, took it and many other objects south - eventually ending up in Esium.

Corden gave the Falcon to Terjon Pilot in 2534 (as Corden couldn't use the bird himself). Terjon, a spiritualist and wise man of the mountains, used it to communicate with the Grandthorn Eagles.

The Phase Falcon

A vessel for spiritual travel, allowing the user to shift at will between the Material, Ethereal and Astral realms.


The Stone of Tier Ethos

One of the Dragon stones (Elf stones / Tier Uthinel's / Moonstones) - called by Ragnek, the "Shit stick compass"
This stone is also known as the Stone of Kings, Or The Stone of Destiny. Also as "Tier Draken," the Dragon Stone.
Like all Elven stones, it is partly "alive", able to sense the world and react to it.

1) Limited empathy with stone throbs and guides the owner to things of interest nearby.
2) Grants random visions of far away things of interest. (12th level).
3) Grants Wisdom +1 / year up to 24 max.
4) Allows scrying of known people (sight and sound) at 12th level.
5) 1/month it can alter fate,  ie get a second roll or influence any decision by 25%.
1/year it can prevent something occuring (ie someone dying etc). Quite poke (18th lvl).


Star Stones

The Elven Star Crown - an artefact of great power and versatility, was saved from the Great Cataclysm and brought through Eldahar's gates by the House of Leathiador. Already passed down through 200 generations of Kings and Queens, the crown became the symbol of Alinor's elves - a symbol of their Distant homeworld and Ancient Origins among the far off stars.

The Crown itself was made from shaped diamond - a single piece created by Orion himself from interstellar matter. Though the crown possessed no power, its 22 diamond like stones did. One stone was crafted by each of the major twelve Houses and another ten by the Qual ruling council. Once placed in the crown, the stones became the grand prize in Orion's Great Tourney - every year the Houses of the Qual would compete to win a stone; the House with the most stones would wear the Crown that year. (Of course the Leathiador had been the last winners. When they arrived on Eldahar they refused to give it up, a fact that annoyed several of the other Houses.)
In the 10th century - Mordark invaded the southern lands, bringing an army of Orn and demonic creatures to the Great Elven Forest of Alinor. The Queen of Alinor disbanded the Star Crown, fearing it would fall into Mordark's hands, sending the star stones to every corner of the continent.
In 2601, Lord Ross of Merlendy began gathering the stones from across Eldahar, intending to return them all to Queen Estarriah of Alinor.
Each stone could be used independantly of the crown and varied in power, some subtle, others devastating, depending on which of the Houses or Qual had created them. The more stones you had, the more power they could channel, each stone amplifying the next and so on.

All stones create light (at will) 15' radius and their light is the equivalent of "Protection vs evil". All effects use stars or showers of stars (a bit like a Sparkler effect). All primary abilities of the stones can only be used under starlight (i.e. at night).

The 10 Greater Star stones are colored purple.

Name
Sphere of influence
Description
Rael Mercy / Pity Creates large area effect light 1 / month.
Starburst 1 / month 15' radius, range 0', 6d6 POW dmg.
Imril Farlight 1 / month creates star comet 6d6 (1/2 POW dmg)
Range 1000'. Once reaching target it burns for 1 minute.
Irmo Desire Disguises itself as "Your heart's desire" this stone is not easily recognized. Under starlight, it can appear as anything from an item to a beautiful woman - because of its innate Fulfillment spell.
Kelvar Animal 1 / month it can cast "Animal Friendship" 12th level.
Illuin Lamp Amplifies light in a x 10 radius (i.e. 150' radius protection vs evil).
Hollin Life Possessing this increases a beings natural life span and vitality by x10.
Silion Song Amplifies person's voice for 10 minutes 1 / month. Also amplifies charisma by x 1.5 up to a max of 24.
Mel Love 1 / couple (1 / month) this stone creates a permanent link between two people in love, allowing them to share dreams and feelings across any distance.
Luinil Health 1 / month - Star Healing 10' radius. Heals 6d6 dmg to all in area and 3d6 POW dmg.
Esté Rest When placed on an object and activated, this stone places the object / being into stasis. Duration - until removed.
Aman Blessed Amplifies emotions in a x15 radius. Starshine.
Elemmirë Revelation Starshower in a 50' radius 1 / month. The equivalent of faerie fire, these stars stick to anything and everything, lasting all night.
Elwing Stun Starspray in a cone - 30' long. Save or be swept over and stunned for 2d10 rounds.
Elenna Starwards Star shift 1 / night to any previously viewed location. (Same as Teleport).
Menelmacar Guidance Displays star lines and coordinates. Pin points unique points in time and place where star gates form.
Nenar Noble water Allows scrying by starlight when looking in still water (vision only) 3 / night.
Lyesin Protection Star armor 12 ap. Duration - all night. Areas of armor only visible when wearer comes into contact with objects; i.e. picks up a cup or gets struck by sword.
Alcarinquë Radiance Fuses two objects / beings together as one. (Living or otherwise). Duration - until stones are separated again.
Wilwarin Invisibility Invisibility under starlight. 1 / month. Duration - entire night. Also grants no scent, pass without trace, no smell.
Telumenoil Heaven Gives user the consistency of starlight, allowing them to fly or pass through windows etc. Duration - once activated - the rest of night. All of users objects and clothes etc. are also changed (but M.Items get a save). 
Soronume Illusion When placed in an illusion, this stone gives the illusion reality, making it seem completely real. Duration - special - until removed. The Illusion can be of any size or complexity.
Annarima Transformation Grants Transformation into the semblance of any being or object. Duration - special - until removed.


Sinsifel - Sword of Blood

Created from a newborn child, this blade epitomizes the Chaos Lord Kutal's delight for carnage and blood. An innocent blade with only a thirst to drive it, Sinsifel lives; like a normal child, she grows, feeds, hungers and learns from her parent (the wielder) whom she is spiritually bound to. Eventually she will grow beyond her sword form and become Kutal's daughter - Lady Sinsifel of the Blood Sun.

As Sinsifel's spirit is that of a Minor Chaos Lord, anyone bound to Sinsifel's spirit shares her immortality and enhanced regenerative abilities.

+20% +5/+5 dmg, drains blood on cutting flesh, 1d10 slash, 1d10 blood drain.
Sense Chaos.
Sense Law.
Sense life / blood.
When within wielder's spirit, wielder shares +25% MR, +50% vs Law / Chaos as well as the following ;-
Wielder cannot be blood drained & can sense Law / Chaos / Magic.
Wielder's POW appears to increase by 20.
Wielder's hunger for blood increases.
Wielder can drain via touch.
Wielder can shift planes / navigate worlds via pools of blood (made by Sinsifel).


The Crown of Peace

The Crown of Peace appears to be a golden band, inlaid with dozens of diamonds and intricately engraved with patterns. However it is much more than a mere crown.

Created by Solomon the Wizard to help bring peace to the turbulent lands of Esia (about thirty years before Solomon decided to make the sword Need instead), the crown possesses one tremendous power that can easily be misused.

The Crown of Peace;-

The wearer can cause all weapons within the wearer's line of sight (no range penalties !) to be thrown to the floor at will. Hence as long as the wearer sees an attack coming, he / she can command the weapon to be thrown down - or, and this happened twice in Esia's history, the wearer can stand before an army and command all of its weapons to do the same. For purposes of magic resistance, anyone wielding a weapon has to resist against 12th level and or 30 STR.


Dwyer's Helm

Dwyer of Elandia made a couple of choice artifacts in his time; his helm was one of them. Appearing as a plain gray, steel helm with half visor and short cheek guards, the Helm possessed a magical intelligence that allowed it to speak with its wearer.

"Helm" as it liked to be called.
INT 15, Personality - morbid, slow speaking and skeptical about most things. Accepts the fact it is a helm and that it's good at being one. It doesn't want to be anything else as what's wrong with being a helm in the first place.

Helm can remember its previous wearers but doesn't care much for the past; preferring to exist in the present.

It can think directly into the mind of its wearer or speak out loud at varying volumes. It can see spirits and detect magic / astral, passing this information directly onto its wearer. It can also "see" in all directions at once, making it impossible to surprise someone wearing it.
Armor Points 14/14/14/14 vs all physical and magical attacks (like fireballs and lightning etc).


Mirror Mir metal

A peculiar magical alloy created in the latter part of 22nd century and passed on down the line as a secret to Revan the Smith in 2600, Mirror Mir exists in a finite quantity and over the years because of its unique ability, has spread far and wide across Eldahar.

Appearing like a perfect mirror on one side and just plain transparent on the other, Mirror Mir looks remarkable to behold.

The mirror side actually deflects magic with 99% efficiency, making the metal priceless to those who desire protection from spells.

Made into armor, helms (protect vs mind effecting spells), shields (protect vs directed attacks) and not forgetting mirrors, Mirror Mir even in its smallest shards can fetch a huge price.


The Mace of Seranto

Once belonging to a Cleric of Decay called Seranto, this +10% +2/+1 mace has one powerful magical ability. Once per year it can be triggered to "Destroy Flesh" at 10th level in a 50' radius.


Harmony

A broadsword forged by Revan the Smith and enchanted by Koronarth the God's smith using his Anvil of power. Harmony appears to be a well made and incredibly well balanced sword. It's enchantment allows the sword to work itself into a 'harmony' with any other attacking blade, increasing its + to parry from +10% to +40% over 4 rounds. It is a base +10% +2/+2.


The Guard

The Guard is a piece of Technology owned by the Eldar of Mount Eldahar; a floating buckler that hovers around its owner, as long as it's sensor's pick up an attack coming in on the physical plane, it will attempt to intercept it at +100% to parry.

The guard can parry 10 times per round (once per second) and up to 20 times per week before recharging.

It is the equivalent of 15/15/15/10 AP.


Dragonslayer

Forged by the will of Ischandi the Wise, Dragonslayer is the definitive sword for ridding the world of a meddlesome dragon or three.

+15% +3/+3 as standard, this two handed sword with its 5' blade really does the business when engaging a draconian foe. Even though five imitation swords (three of them forged by Ischandi himself for a laugh) have popped up over the centuries, the sword "Dragonslayer" is by far the most powerful.

The sword has two runes inscribed on its blade;-

The Rune of Dragonkind
This rune can be called upon once per month to pass unseen to a single dragon whose name is known. The name is whispered to the rune and blood from the wielder is spilt upon it. The pass unseen lasts until one month has expired or the dragon becomes more than five miles distant.

The Rune of Dragonslaying
This rune can be called upon once per year. In addition to the sword's lethal wounding ability when this rune is activated, again by calling out the dragon's name, the sword becomes charged with a slaying spell at 15th level. If the dragon's truename is known, the dragon saves at a further -50%.

All of the below are constant

  • It becomes Dragon seeking if within 1 mile of a dragon - throbbing with a nimbus of light matching the dragon's natural coloration. 
  • When attacking a dragon of any kind, the sword becomes +30% +6/+6 and inflicts x2 total damage per strike. i.e. Add criticals, any other bonuses and strength then multiply by 2. 
  • In addition to the above, all wounds against Dragon kind are aggravated and take 5 times as long to heal. Even if the dragon can magically heal itself, every wound takes 5 times as long or 5 times as much POW to remove. 


Dwaedark

A broad sword made of Dark matter - the material that makes up the Living Dark. +10% to hit and +2/+1 damage this black insubstantial blade actually slices between the normal astral plane and that of the Living dark - with devastating consequences.

Made by the Lord Wraith Rhodad Faile in an accident involving the shaping of dark matter, Dwaedark does the following;-

Whenever Dwaedark strike flesh, the damage it deals as a percentage of the body part's total hits is the % change of severence. i.e If Dwaedark inflicts 11 points of damage on a 10 hp limb, that limb has a 110% chance of being severed right through. Likewise if Dwaedark does 7 points of damage on a body of 17 hp, the chance is 41%.

STR bonus's do not apply to Dwaedark's damage.
The sword does 1d8+2 base damage.
Criticals apply but only when bypassing magical armor.
Dwaedark bypasses all non-magical armor - flowing around and through it.

To offset this powerful "vorpal" effect, Dwaedark stands a 1% chance every strike of combusting permanently in Dark Fire. The resulting Fireball will do 3d10+16 points of physical fire damage (and half that again in POW damage). The sword will of course be consumed and destroyed.


DeathclawA strange item with even stranger origins. First chronicled in the mid 15th century as belonging to Lord Constantine of Bel Darthor in Beldorn the "Silver Claw" became famous for meting out justice to criminals and murderers. People believed it capable of forcing the truth out of a person, merely by touching the forehead or grasping the shoulder. If the person was found guilty by their own admission, they would be asked to repent and surrender themselves to justice. If they didn't, the Claw would execute them on the spot.

After Lord Constantine's death from old age, the Claw vanished without a trace. Then in 2115 it resurfaced again in the hands of a vengeful maiden called Jo'el. Jo'el used the Claw in Beldorn to track down rapists, dedicating her entire life to being a vigilante.

It appeared again in 2591 on the arm of an Esium man called Lazarus Jawn (or Laz Jaw to his friends). Laz was an adventurer who used some of the Claw's abilities to defend the weak, get his friends drunk a lot and generally do good deeds. Though a little grey in his outlook and his actions (sometimes fudging the borders between good and not so good), Laz upheld his own moral codes and defended Esium's monarchy to the bitter end.

Disappearing on the Isle of Anglermaign, Laz traveled to the Realm of Broolalis (Eldahar's Green Realm) and continued his own personal fight against the evil forces there.

The Claw's Origins
An ancient non-functional technological item given magical powers by Eldahar's World mind, the Claw was once used by the Federation of Planets as a Virtual Reality Controller but stopped functioning thousands of years ago.

The Claw's Magic
The World Mind, unable to understand the Claw's original purpose or nature decided to redefine it into something it could understand - a magical item.

Lesser powers;-

  • Detect truth 3 / day upon touch - lasts 1 minute each time. 
  • Reveal truth 1 / week upon touch - save vs 8th level. Forces the truth out of a target. 
  • Increases the wearer's strength in that arm to 22.00 
  • Strikes as a +15% +6/+3 weapon doing d6 base damage. 
  • Protects lower arm and hand as AP 16/16/16/8 
  • Fear bolt 3/day at 6th level INT. RAN 15'. 1 target only. 


Greater powers;

  • The Claw can release a Death spell 1/week in a 15' radius of itself at 12th level. (It throbs with a poisonous light releasing the magical equivalent of intense radiation!) 
  • The Claw can cast a Heal spell on its wearer, removing all physical wounds - 1d4 hp. 


The Claw's Custodian;
Avalon of the Vale looked after the Claw for many years. It was he who gave it to Laz Jaw.


The Dagger "Soulfire"

A +15% +2/+2 (Impale on a 4,5,or 6 on a d6) long dagger made by Ischandi the Wise in 1567.

When impaled into the chest, abdomen or head this dagger pins a spirit or demon into one place (acting like a paralysis spell until removed). The spirit cannot remove the dagger but someone else can.

When impaled into a living being's flesh, the dagger traps that being's spirit in the body even after death, preventing it from going to Elondil (until removed).

On every impale it delivers an additional 1d6 POW damage.

Once / day it can burst into Soulfire for 2 rounds (20 seconds). Soulfire burns with a blinding white light and delivers POW damage = to normal DMG (i.e. all strength bonuses and critical's apply !)


Yarbeung
Sword of Half Light

Base damage 1d6+1 +10% +1/+1 Semi sentient short sword.

Yarbeung was forged by Tredir the Blue in 2152. Made from steel with a black leatherbound hilt and narrow blade it was imbued with a spiritual hatred of Demons, enchanting to do the following whenever they're around ;-
 

  • Glow - A very pale light emanates from the blade when demons are within 1 mile. 
  • Slay - Increases to +25% +3/+3 when engaging demons as the blade "seeks". 
  • Protects - Grants +15% Magic resistence vs Demon spells or abilities. 
  • Ward - When held up in front of its wielder, Yarbeung acts like a Minor Warding spell (6th level) keeping Demons at a distance of 20' from the sword, so long as the wielder doesn't use Yarbeung to attack. 


Aiah's Circlet of Shielding

A finely woven thin silver circlet that protects for 8/8/8/2 on the head (45-55%).
Dedicated to the Goddess Aiah of the Far north, this circlet creates a force shield strong enough to deflect physical blows or spell effects (equivalent of 15 magical Armor points (AP)). It takes no time to activate. So long as the wearer sees or senses the attack coming, the shield always interposes itself in a 360 degree effect.

From 1989 to 2602 this circlet was passed from one Peacebringer to the next as a type of inheritance. Before 1989 the circlet belonged to the Ice Fey of Louhri's kingdom who forged it in 1767 as a gift for the Lady Ernisel Lunir.


Aiah's Pendant of Life

A simple leather thong with a crudely cut piece of green jade attached at the end by wire.

This stone detects life in a 100' radius (at will) when grasped.
It provides +15% vs Magic and System shocks.
1 per week is can cast a Heal spell which will heal all wounds on a single target over a 1 minute period.

This stone originally belonged to Ischandi the Wise back in 1814. Ischandi gave it as a gift for services rendered to young Champion Tylus of Karnath. Tylus then gave it to a Kori whom he loved but couldn't marry called Sarana.


Olahdan was an ancient Dragon during the 3rd Titan Epoch. When he died his Heartstone (the container of his eternal essence) was shaped into a ring of energy which later became known as the Life Cord.

Similar in every way to an astral cord, the Life Cord can be made into a length of energy with two ends or connected together to form a circle.

When as a length of energy, the Cord can be connected to any two objects / places or beings. The rules for doing so are as follows ;-
 

One end must always be connected to inside the user. This allows the user to perceive the Life Cord as it is unperceptable by any other means.
If the other end is connected to a larger spirit than the user (i.e a point on the ground) then the user can instantaneously "snap" back at will to that geographical point.
If the other end is connected to a smaller spirit than the user (i.e. a wooden chest) then the chest will (at will) be pulled along the cord to arrive within the user's aura.
If both ends are connected to one another within the same being (forming a circle), then the being is effectively removed from normal reality. This is because the being is shifted into The Between - that place reserved for Dragon's and their fantasies. The Between is the active imagination of all of Dragon Kind; their dreamscape so to speak. The cord can be broken again by reaching inside and pulling the circle apart, but requires a tremendous spiritual will.

The Cord has no range or limit to its length. It (like all astral cords) can pass unhindered and unnoticed through all substances and protections.

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