Artifacts (list)

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Artifacts are unique item, constructed through the intensive and often dark application of magic. The crafting process is frequently perverse, involving black magic or forbidden techniques to achieve the goal of producing an object of immense, nearly incomprehensible power. These artifacts grant their possessors extraordinary abilities, enabling them to dominate regions and command the loyalty of thousands.

However, the potency of artifacts is perilously unpredictable. The magic that surrounds them warps the natural flow of magical energy in their vicinity, leading to unexpected and often dangerous reactions whenever their primary powers are invoked. These side effects, known as "malevolent effects," can be so severe that those wielding artifacts may question whether their immense powers are worth the risk.

Artifacts are also extraordinarily resilient and immune to many forms of magic. They cannot be located through magical means, including powerful divination spells, and are unaffected by ordinary attempts to dispel magic. Even potent items like a rod of cancellation have no effect on an artifact's power. Destroying an artifact requires exceptional means, often tied to unique and specific circumstances. These methods may involve melting the artifact, shattering it or otherwise annihilating it under conditions so rare or extreme that they are thought to exist only beyond the boundaries of the Prime Material Plane. In most cases, only one precise method of destruction will suffice.

Artifacts are legendary for their impact on the game world and the challenges they present, making them both coveted and feared by those who seek or encounter them.

The list shown indicates a partial list of artifacts that might potentially exist in the game world.

  • Axe of the Dwarvish Lords: forged in the blood of Ymir, the axe is believed to be in the possession of the Altslok Royal Family. This legendary weapon is said to be imbued with the essence of the primordial giant, granting its wielder unmatched strength and resilience in battle. Ancient dwarven runes etched into its blade are thought to protect its bearer from magical harm while amplifying their connection to the earth itself.
  • Baba Yaga's Hut: a small, circular, thatched portable structure, made during the height of the Kiyevan Empire, reportedly lost when Moskva was overrun by the Mongols. Varying reports put the possession of the hut in the hands of the Mongols, the Chinese, Moskva and Khorezm. The hut is said to move on its own accord, standing on massive chicken legs and responding only to specific magical commands. Within, the space is said to defy the laws of geometry, containing a vast labyrinth of rooms far exceeding the hut's external dimensions.
  • Codex of the Infinite Planes: believed to have been written two centuries after the epic of Ramayana, the book is said to be in possession of the Moghul Emperor, though some believe it was surrendered to Tibet. The book's pages have the keys to instant physical transference to any plane or place of existence. It is rumoured to have an intelligence of its own, revealing its secrets only to those it deems worthy, while unleashing devastating curses on the unworthy who attempt to read it.
  • Crown of Might: fabricated during the time of Charlemagne, the crown grants the adoration of a people to their leader; last publicly seen upon the head of Joan of Arc; now believed to be in the possession of the French King. The crown is said to inspire unwavering loyalty among followers and instill an almost supernatural charisma in its wearer. However, legends warn that the crown exacts a toll on the wearer's mind, filling them with unrelenting ambition and an inability to rest peacefully.
  • Crystal of the Ebon Flame: an immense gemstone of phenomenal power, said to have been purchased from the Arabs by Mansa Musa in the 14th century. Most believe that it is still in the possession of the Malinese Empire. The crystal is reputed to hold the essence of elemental fire, capable of summoning devastating flames or protecting its wielder from any heat. Legends also speak of its ability to influence the minds of others, igniting fervour or despair with but a glance.
  • Cup and Talisman of Al'Akbar: holy relics of the Islamic descendants of Fatima, forged in the time of Mohammed and believed to still be a set, despite having both been lost during the Crusades. Some disagreement exists as to whether they are located in Constantinople, Damascus, Alexandria or Baghdad. Some believe the Cup actually resides in Britain. The Cup is said to grant divine healing to those who drink from it, while the Talisman reportedly empowers the faithful with strength and courage in battle.
  • Eye of Vecna: Vecna was a powerful wizard during the height of Kampuchea, who ultimately became a famous arch-lich. The death of the creature Vecna is certain, but the eye was irrevocably lost. Last seen in the 11th century, in the hands of a Toungoo king. The Eye is said to grant immense magical power to its bearer, but only at a terrible cost. Tales describe how it corrupts its host, filling them with Vecna’s insidious ambitions and slowly eroding their sanity.
  • Hand of Vecna: Chopped from the hand of the arch-lich Vecna while still alive by Wuxia adventurers in the 10th century, possessed by the Chinese Song chao court until smuggled away and hidden from the Mongol conquerors in 1279. Present whereabouts unknown. The Hand is rumoured to grant immense power to those who graft it onto themselves, including dominion over undead and mastery of dark magic. However, it is said to corrupt the bearer, gradually transforming them into a vessel for Vecna's evil.
  • Heward's Mystical Organ: Publicly visible at the Cathedral of Sts. Peter and Mary in Cologne; playing the organ is restricted to a solemn brotherhood. The organ's music is said to hold divine power, capable of soothing souls, dispelling curses and even invoking miracles when played by those worthy of its secrets. It is fiercely guarded, and attempts to use it without approval have reportedly led to catastrophic consequences.
  • Horn of Change: Of ancient origin prior to the Roman Empire, variously ascribed as a creation of Archimedes, Pythagoras or Frontinus. Lost in Dacia in the 2nd century AD, reappeared in the time of the Khazars. Believed to be in possession of Caspian pirates. The Horn is said to possess the power to alter reality, reshaping landscapes, structures or even people, though its effects are unpredictable and often chaotic. Many believe it is too dangerous to be used without extreme caution.
  • Invulnerable Coat of Arnd: Resplendent armour made in the 13th century for the Nagus of the Zagwe Empire of Ethiopia, Gebre Mesqel Lalibela. Rumoured to have been made a gift to the Portuguese Empire in 1508 in exchange for protection from the Ottomans. The coat is said to render its wearer immune to all but the most powerful magical attacks and physical blows, while also bestowing a divine aura that inspires allies and intimidates enemies.
  • Iron Flask of Tuerny the Merciless: Created during the golden age of the Goryeo dynasty of Korea, circa 1050, the flask came into possession of Kublai Khan and was lost when the Mongol invasion fleet of Japan was destroyed by a typhoon in 1281. The flask is believed to contain the essence of a powerful extra-planar being, which can be unleashed or bound to serve its possessor, though doing so is fraught with danger and requires precise control.
  • Jacinth of Inestimable Beauty: Certainly not of Earthly origin, the jewel was unearthed on the isle of Mauritius in 1602 and presently resides in the possession of an unknown Rajah of India. The Jacinth is said to mesmerise all who gaze upon it, granting its owner the ability to charm and command others with unparalleled ease. It is also rumoured to possess the ability to reveal hidden truths or provide visions of other worlds.
  • Johydee's Mask: Created by the Japanese Emperor Go-Fukakusa for the Lady Nijo in the late 13th century and now rumoured to be possessed by one of the women of Japan. As the mask brings about a change of gender, it is unknown if Lady Nijo was truly a woman, or what the true gender is of the present holder. The mask is also said to bestow the ability to assume entirely new identities, allowing its wearer to deceive even the most perceptive individuals.
  • Kuroth's Quill: Obtained by the 8th-century Chinese poet Li Bai as a gift from a demon, the pen has since gained a reputation for being passed through the hands of hundreds of owners, some for only a few days, before being lost or stolen. Its last known location was Siam, where an English seaman was murdered for it in 1647. The Quill is said to write with supernatural precision, crafting words so compelling they can alter the emotions or beliefs of those who read them.
  • Mace of Cuthbert: A holy weapon blessed by the Christian god, not discovered until St. Cuthbert's sarcophagus was opened 11 years after his death. It remained in the possession of the Bishops of Durham until the Norman Conquest. Believed to be held by Jesuit missionary Gabriel Lalemont in New France, the Mace is said to strike with divine fury, particularly against evil, and protect its wielder from harm through a holy aura.
  • Machine of Lum the Mad: A complex, technological machine of unknown origin, with its own power source, first discovered after a meteor crash in Guinea. There it remained for three centuries, worshipped as a fetish by local tribes. It disappeared inexplicably some 30 years ago. The Machine is said to possess the ability to manipulate reality itself, though its exact purpose and operation remain a mystery, with attempts to use it reportedly leading to unpredictable and catastrophic outcomes.
  • Mighty Servant of Leuk-O: A crystalline golem built of gems during the War of the Eight Princes in the Jin dynasty of China (4th century). The golem was buried in Gansu in the 5th century but could not be found when Emperor Wen of the Sui dynasty sought to unearth it. The present whereabouts of the servant is unknown. The golem is believed to be an unstoppable construct capable of immense destruction and able to obey commands from its master with unwavering precision.
  • Orb of Dragonkind: These orbs, differently coloured, used to control dragons, have not been seen by any source in the last two hundred years. It is believed they are accounted for by dragonkind. Each orb is said to grant dominion over dragons of its corresponding colour, allowing the wielder to summon, command and even bind them to their will, though such power would come at the risk of attracting the wrath of dragons worldwide.
  • Orb of Might: fabricated during the time of Charlemagne, the orb grants religious fealty and blessings. Lost to the Normans in the 13th century, recovered by Julian II. Rumoured to be in the hands of the Vatican.
  • Queen Ehlissa's Marvelous Nightingale: A jeweled songbird capable of weaving a terrifying charm spell, once said to belong to Queen Ehlissa, the legendary ruler who led the first wave of Belgae settlers to Ireland. She reigned for centuries until she was deposed by the Euerni during their migration from Belgica in the 6th century BCE. Both the Queen and the nightingale are figures of myth, believed by some to have originated from another plane of existence.
  • Recorder of Ye'Cind: crafted by a musician from Fukien during the Tang dynasty, this enchanted instrument is steeped in legend. Over time, it passed into the hands of the Oirot after the Mongol incursions and later became a treasured possession of the Kokand Khan.
  • Ring of Gaxx: thought to have been forged by the Zimbabweans in the 3rd century, this powerful ring has been contested for over a millennium by the Zulu, Swahili and Bantu peoples. Reports suggest that the ring's current location may be Zanzibar, Sheba or Persia, though its true whereabouts remain uncertain.
  • Rod of Seven Parts: created by Irenaeus for Theodora, Queen of Byzantium, the rod remained within Constantinople's treasury until the city's sack by Venice in 1204. Afterward, seven captains each took a fragment, vowing to reunite the artifact in times of war — only to vanish into history. Today, only two parts are accounted for, one in Bologna and the other in Turin.
  • Sceptre of Might: forged during the reign of Charlemagne, this powerful sceptre granted its bearer the authority to wage war. It was carried in the Crusades, lost in Syria, recovered, lost in Armenia, retrieved by the Byzantines, plundered by the Venetians, stolen by the Genoese, stolen again by the Venetians and finally presented as tribute to the Holy Roman Emperor Charles V in 1524. The sceptre was reportedly lost during the Thirty Years' War.
  • Sword of Kas: forged by the arch-lich Vecna after his transformation into undeath, the sword enslaved all who wielded it, binding them to his will. This +6 unholy weapon played a role in uprisings across Siam, Burma, Assam, Nepal, Kashmir and Afghanistan — long after Vecna's destruction. According to legend, the sword was cast into the Caspian Sea to prevent it from ever falling into the hands of evil again.
  • Teeth of Dahlver-Nar: a collection of 32 teeth, allegedly obtained by the Witch of Endor in the 11th century BCE, said to have been extracted from the mouth of an ancient beast unearthed near Palmyra in the desert. The teeth have since been scattered across the world; it is believed that the Jesuit Order holds four, while the Freemasons control six others. One tooth is visibly encased in a gold block within the Kremlin, placed before the feet of the Czar.
  • Throne of the Gods: said to be the ruling seat of the Earth, hidden within an undiscovered mountain on an unknown continent. Some dismiss the throne as pure myth, yet countless seekers have dedicated their lives to its pursuit — none returning with proof of its existence.
  • Wand of Orcus: seized from the grasp of Orcus by the hero Galahad following his ascension into heaven, the wand was lost during the War in Heaven. It is now believed to drift eternally within the Astral Plane, fated to one day be found by a mortal who will unleash devastation upon the Earth.

Destruction of Artifacts

Destruction of Artifacts.jpg

Artifacts and relics are inherently resistant to destruction or harm by common, normal or magical means. Some or all of these items may possess an additional +3 bonus on saving throws, making them significantly more difficult to damage or destroy. Exceptionally powerful artifacts can only be harmed by other artifacts, relics, divine attacks or beings of equivalent power. The extent of an artifact’s resilience is determined by its nature and significance within the campaign.

Artifacts and relics are nearly impervious to both magical and physical harm, and each can only be "destroyed" through a single legendary method. In many cases, this destruction is not true annihilation but rather a form of nullification or containment, rendering the artifact dormant or powerless for an extended period. The following table outlines possible methods for the destruction of an artifact, though additional means may be determined as needed. No artifact or relic have a simple or easily accessible means of destruction, and no two share the same nemesis, though the methods of destruction may follow similar principles. Each artifact's specific means of destruction must be unique, ensuring that its nullification is as rare and nearly unattainable as the artifact itself. Seeking the destruction of an artifact is an arduous and perilous undertaking, fraught with dangers both physical and spiritual. Even if the method is known, the act itself carries extreme risk, and survival without divine intervention is highly improbable.

The means by which an artifact or relic may be destroyed include:

  • Melting it down in the same fiery furnace, pit, mountain, forge, crucible or kiln in which it was originally created.
  • Exposing it to purifying or destructive forces, such as: the Ray of Eternal Shrinking, the Sun's concentrated light and flame, Absolute Truth — that which is pure will become Light, while that which is impure will wither away.
  • Immersing it in legendary substances, such as: the encephalic fluids of Bahamut's brain, the black, foul blood from Tiamat's heart.
  • Scorching it with: the odious flames of Geryon's destroyed soul, the putrid ichor of Juiblex's deliquescing flesh.

These legendary places and beings should be placed within the DM's setting in remote and isolated locations, safeguarded by mythical or magical guardians. These protectors should be formidable, akin to the great serpent that once guarded the Golden Fleece, ensuring that any attempt to destroy an artifact remains an epic and nearly impossible feat.


See also,
Artifacts (sage study)
Studied Artifacts (sage ability)