Level 5 Artifacts

 

Bonestrider (Artifact •••••)

Made entirely of bone and soulsteel, the bonestrider doesn’t look anything like a warstrider from Creation, but it performs the exact same functions. Bonestriders are animated by Labyrinth Circle Necromancy, but their stats are the same as a common warstrider, and they are often outfitted with similar weapons (albeit the Underworld’s equivalents).

No one who sees a bonestrider has any doubts as to its composition. Bones of enormous creatures are sculpted into the necessary shapes and connected on a barbed soulsteel frame. Enormous scapulas guard the chest, while bone plates set in soulsteel guard the back and abdomen. The bones still possess the fluid curves of bone, but given the range of creatures the bones have come from and the degree of sculpting that’s been performed on them, it’s impossible to discern the origins or the original function of the bones used.

 

The Chariot Of Aerial Conquest (Artifact •••••)

This well-armored flying vehicle was one of the Old Realm’s most fantastic creations. The Chariot of Aerial Conquest is a large pentagonal vehicle that superficially resembles a well-armored howdah, and can carry up to a dozen infantry soldiers, five riders and their horses, or two warstriders. The chariot can travel as fast as a galloping horse and flies up to 20 yards above the ground. Windows in four of its five sides can be opened wide enough to let passengers use bows and thrown weapons. When open, these windows provide 75 percent cover (-3 against missiles, -1 against melee attacks). When closed, the resultant window-slits provide 90 percent cover (-4 against missiles, -2 against melee attacks) and limited visibility. Each of these four sides can also open wide enough to admit three armored warriors or one person leading a horse. The fifth side incorporates a magically transparent window, behind which the vehicle’s pilot sits. Pilots must have a Sail score of at least 2 and must pilot the craft using a Wits + Sail dice pool. The chariot requires two full turns to take off or land. It has five retractable landing legs that can extend up to a yard. The legs function independently and allow the chariot to land on moderately rough terrain. However, this vessel is too heavy to safely land on water, deep mud, or other terrain incapable of supporting a large, fully loaded wagon.

The battle chariot is almost silent when in motion and can be commanded to alter its color to match the hue of the sky. When the vehicle travels in this covert fashion, human observers on the ground will only notice it if they succeed in making a Perception + Awareness roll at difficulty 2. However, the craft is immediately obvious whenever it attempts to land or take off. Also, any Exalted or spirit within 30 yards of the craft instantly feels the wash of magical energy from it. This vehicle is designed for the special use of Dawn Caste warriors and can channel a Dawn anima effect. This weave of terror emanates from the chariot, while the Dawn Caste rides safely inside. Because of the massive amount of energy required, this effect can only be used when the chariot has landed. Activating a battle chariot requires the user to place a Hearthstone or at least level 3 from a Manse to which he is attuned into a special receptacle inside the vehicle.

 

The Collar Of Dutiful Submission (Artifact •••••)

This item ensures that its wearer obeys the wishes of whoever put the collar on him. To use the collar, the owner of this artifact spends a mote of Essence to activate it (she recovers this Essence normally). Then, she places the collar on the person she wishes to wear it and orders him to commit 2 motes of Essence to the collar. Since the collar will not lock until the wearer has committed this Essence, the owner will know if the wearer refuses to commit the Essence. Once committed, this Essence cannot be uncommitted until the collar is removed.

Until the collar is removed, anytime the wearer attempts to directly attack the owner or whenever the owner wishes to punish the wearer for disobedience, the collar will slowly tighten, doing one die of unsoakable bashing damage to the wearer every turn until the wearer is rendered unconscious or until the owner orders the collar to stop tightening. This damage cannot be healed by any means until the collar stops inflicting additional damage. If used for a sufficiently long period of time, the collar will render the wearer unconscious, but it will stop before it causes any lethal damage to the wearer. If desired, the owner can also order the collar to keep the wearer unconscious indefinitely. The owner can cause the collar to constrict at any time merely by spending a single mote of Essence. Regardless of the distance between the owner and the wearer, the collar will immediately begin to constrict, even if the owner is in Yu-Shan and the wearer is in Creation or the Underworld.

The owner can easily remove this collar by simply touching it and spending another mote of Essence. The only other ways to remove one of these collars is by the direct action of one of the Celestial Incarna or by the use of an exceedingly rare spell of Solar Circle Sorcery. No other magic or Charm will affect these collars, and they are completely immune to all forms of attack.

 

The Coral Crown (Artifact •••••)

Verethine’s crown appears as a misshapen mass of coral with seven tall spines reaching upward. Encrusted within the coral are specks of all the Five Magical Materials, though none in enough quantities to provide bonuses. The crown marks Verethine as the King of the Vodonik and places him high in the hierarchy of the Water Court. While wearing the crown, Verethine may communicate telepathically with any subject within 1,000 miles and use Charms and elemental powers that target another creature on any of those subjects. Also, while wearing the crown, Verethine gains +10 to his lethal and bashing soak and an additional four -0 health levels (already factored in above). Only the true King of the Vodonik may wear the Coral Crown, though it need not be Verethine in particular. If he is destroyed, his heir or one placed in his position by the Water Court may make use of the crown. Lintha Ooloo knows this and considers it as she plans for divinity.

 

Crimson Armor Of The Unseen Assassin (Artifact •••••)

Prized and rare armor used by the most dangerous rangers, these artifacts are part armor, part concealment, and exceedingly dangerous. Never common, they were made in some numbers, and both the Realm and Lookshy possess several working copies — Lookshy is known to have 10 functional suits and may have as many as a scale’s worth. The Sidereals have retained the knowledge of how to produce new copies of this armor, and several members of the Gold Faction are known to use them.

The exact design varied, but all suits share a few common traits. All known suits are bright scarlet in color and obscure the wearer completely in armor and flowing robes — even at rest, it can be hard to make out the wearer’s form distinctly. Most of the suit is formed of a flowing, tightly woven material similar in feel and quality to the finest silk. In most designs, the only visible armor are greaves and bracers that extend to protect the elbows and knees and, occasionally, shoulder guards — despite this, the protection afforded by this armor is nearly as good as that of reinforced plate.

The suit’s true defenses in combat are not armor, but stealth and mobility. The armor doubles all movement rates and adds four dice to the wearer’s Stealth dice pool. These dice apply to any and all means of detecting the wearer, by any sense natural or supernatural, and specifically bypass any Charm or ability that negates magical invisibility, unless the Charm’s user has a permanent Essence 2 higher than that of the wearer. For 3 motes per scene, this is raised to +6 dice, rendering the wearer invisible to all but the most keen-eyed observers. The armor also adds 2 to the wearer’s Awareness, negates penalties for darkness and, at the cost of 2 motes per minute of use, and grants the user Essence sight.

For 5 motes, the wearer can blur his form in combat, becoming an indistinct red shadow that flows and strikes without warning. This effect lasts a number of turns equal to the user’s permanent Essence and reduces all actions against the wearer by three successes — this includes attacks (ranged and melee) and parries but not dodges.

The most powerful defense afforded the wearer is both subtle and pervasive. So long as the armor is worn, the wearer is removed from destiny. This protection is identical to that enjoyed by demons, Deathlords and the Fair Folk — the wearer cannot be targeted by Sidereal astrology, his actions cannot be foreseen, nor may his location be determined in the stars. (In a game where Sidereal astrology is not used, this ability is lessened, and crimson armor is Artifact ••••). To the stars, the wearer simply does not exist, and his presence is not accounted for in any predictions.

Crimson armor requires 10 committed motes, and there are warnings against wearing it for too long at any one time, lest one’s soul become permanently detached from destiny — and even from the cycle of reincarnation. While some dismiss these warnings as legend and myth, the Seventh Legion has strict orders against excessive use, and Sidereals are loath to wear crimson armor unless the occasion demands it.

 

The Crucible Of Tarim (Artifact •••••)

Tarim was one of the first Exalted sorcerers to recognize the value of storing magical effects in liquid form. By pre-preparing a group of spells in drinkable form, he found he could support allies without being physically present. According to his writings, he also found a beneficial side effect to preparing spells in liquid form — when combining the ingredients in some sort of container, errors tended to be a bit more forgiving to the sorcerer. The container absorbed the effects of miscast spells, reducing the wear and tear on the spell-caster’s body. Recognizing the value of this side effect, Tarim dedicated a number of years to the creation of the ultimate in spell-preparation containers.

The Crucible of Tarim is the culmination of this research. Not only does it protect the sorcerer from the caustic effects of misapplied Essence, this great copper vessel is rumored to enhance the mystical research of anyone who uses it. Large enough to hold a young child within its depths, the vat features a mystifying array of wheels and spigots on its exterior. The pot can be opened for the introduction of ingredients, but when closed, a wheel on its lid seals it tightly. The spigots can then be used to release pressure or the contents of the pot in a controlled manner without opening it.

Rumors have it that the pot is resistant to the ravages of time and thus it is impossible to date when it might have been created, but rough dates can be applied based on the educational lineage of Tarim and comments in his writing. Rumors also state that Exalted and unExalted sorcerers alike can use the crucible to distill Essence and create liquid versions of spells when it is paired with an appropriate instruction book. Unfortunately, the location of the instruction book is unknown, so, for the time being, the crucible serves as little more than a conversation piece.

The Sidereal Exalted have several devices similar to this item, and the Empress was known to possess one as well, which is presumably still in her personal chambers.

 

Cry Of The Illuminated (Artifact •••••)

This flying machine is what Ayesha Ura and Krinstet Orr created from Vanileth’s blueprints. The Cry of the Illuminated is a golden flying machine, capable of carrying 10 people and moving at speeds of 100 miles per hour. It is not a subtle machine, however, and creates considerable noise upon takeoff and landing if not silenced with a Charm or a spell. It is beautifully decorated with gold and gems, clearly the chariot of a queen and her retinue. It resembles an aerial rickshaw of Yu-Shan in its body’s egglike design, but it has wings with propellers jutting from the sides. Ayesha Ura hides the Cry of the Illuminated in an underground building near the Scavenger Lands training camp and weaves Charms and spells to obscure its location from everyone but Lupo.

 

Daiklave Of Conquest (Artifact •••••)

Forged for the greatest generals of the Old Realm, this weapon is designed exclusively for use by the Dawn Caste. No other Exalted can attune themselves to this weapon, nor wield its fantastic powers. As long as this daiklave is unsheathed, all opponents and other hostile individuals within 10 meters of the bearer must make a Valor roll at +1 difficult or flee in fear. Those that hold their ground lose a number of dice from all attacks equal to the bearer’s Valor score.

As long as the bearer is using this weapon in combat, friendly troops fight with improved morale that gives them an additional bonus die to all combat-related dice pools. These soldiers need not make Valor rolls. In addition, all opponents lost one die from all combat-related dice pools and receive a +1 penalty to their Valor rolls. Both of these powers affect combatants within a mile of the Exalted wielding the daiklave. The relevant bonuses and penalties do not apply to civilians or neutral soldiers. When used in battle, the daiklave glows with a bright, unearthly light.

Dawn Caste members must spend 10 motes of Essence to attune this blade. Both known examples of this rare and deadly treasure are heavy, straight-bladed daiklaves with settings for 3 Hearthstones.

 

Domnica’s Mantle (Artifact •••••)

This mantle, made of a fine gray mist, allows the wearer to utter a word so potent as to both end and begin his life. As the mantle draws upon his Essence, his body turns to dust. The mantle holds the spark of his life, and unless the mantle is destroyed, the wearer is reborn within two years. He may name the mother he prefers, who must have Essence 8 or less; he may name the circumstances and location of the birth; and he chooses which of these criteria takes precedence, in the event that the intervention of greater forces prevents the satisfaction of both desires. He can even tailor his physical appearance in his new life.

Over his new life’s early childhood, he slowly remembers his previous existence. If he was a Dragon-Blood or a Celestial who retained the grace of his patron, he Exalts at puberty. If he chose a non-mortal mother, the Exaltation burns away his substance and recreates him as a mortal before it takes effect. Any supernatural abilities deriving from his new life’s heritage disappear, while his old Traits return. However, he may rearrange dots among his Strength, Dexterity, Stamina and Appearance and can also replace previously purchased Charms with Charms that simulate natural abilities of his new Form (such as Ox-Body Technique, Strength of Stone Technique, Impervious Skin of Stone Meditation and Mountain Toppling Method).

Normally, the chosen mother gives birth in the normal fashion. In the event that the Exalt chooses a barren mother, a male, a Fair Folk lady or some other creature that does not normally suffer pregnancy, the mantle must distort circumstances. For example, someone “born” to the Fair Folk may simply appear among them as the “child” of the mother chosen, with puberty defined entirely in reference to some opportunity to prove himself adult.

 

Emerald Thurible (Artifact •••••)

This horrific relic takes the form of an incense burner sculpted from mottled green crystal. Any educated demonologist can recognize the shade of green as the very color of the mad green sun shining upon the Demon City of Malfeas. Exalted or God-Blooded with access to Essence must commit 8 motes to attune the Emerald Thurible, while mortal users can instead commit two points of temporary Willpower and a lethal health level that does not heal for the duration of the commitment. Once attuned, the artifact allows any Celestial Exalt to cast Demon of the First Circle, Demon of the Second Circle and Demon of the Third Circle as if the character was a sorcerer who knew these spells. Terrestrial Exalted and Dragon Kings are limited to the first two Circles of demon summoning, while God-Blooded and mortals can only cast Demon of the First Circle. The bearer does not have to learn these spells or the sorcery Charms enabling their use, nor must she meet the Trait prerequisites normally associated with the appropriate level of sorcery.

As an additional benefit, the Emerald Thurible allows users to convert blood sacrifices into motes for the purposes of powering demon summoning spells and weakening summoned demons during the act of binding. Each lethal health level of human blood spilled by the Thurible’s bearer as a dedicated sacrifice counts as 1 mote, so butchered extras only offer 3 motes. Sacrifices may be performed and “banked” to provide a phantom Essence pool on which to draw, but this pool depletes each day at sunrise. Mortals without Essence pools can only summon and bind demons with the Emerald Thurible using sacrifices.

If other copies of this dread artifact exist besides the one hanging from Mnemon’s belt, they remain well hidden in the tombs and towers of First Age sorcerers or the vaults of the Deathlords.

 

Eye Of The Fire Dragon (Artifact •••••)

Forged in secret before the Great Uprising for use in hunting the Anathema, the Eye of the Fire Dragon was used by various Immaculate heroes during the war, including the Righteous Pirate and Dee the Hook. Hesiesh himself is said to have carried it for a time, but he never wielded it in battle. Most notably, it was used in the battle at Hollow and struck the killing blow against the Solar Anathema Desus. After the war, it passed into the hands of various religious sects, including the Hesiesh Youth Fiery Murder Society, who used it in the Bloody Hands Uprisings.

By the time the Immaculate Order became well established and institutionalized, the time had largely passed when artifacts such as the Eye of the Fire Dragon were especially important to the rulership of nations. When the weapon passed out of the hands of the temple societies and into the hands of the rapidly legitimizing Order, the senior clerics found it easy to take such weapons out of the public eye — and the hands of the daimyos. They were “preserved for use by the Wyld Hunt” and kept out of the hands of champions and assassination teams.

Occasionally used during the Shogunate, the Eye of the Fire Dragon was not especially well favored by the Wyld Hunt because of its particular orientation toward killing Solar Anathema. Such a powerful weapon was hardly needed in the hunt for young Solars, and so, this valuable relic was generally held in reserve. Immediately after the Contagion, it fell into the hands of Mazur, one of the Seven Tigers, who looted it from a deserted monastery and used it as a standard of his authority. After his destruction, the weapon was rediscovered, apparently having survived the fires of Heaven.

The weapon passed into the hands of the Scarlet Empress, who had it decontaminated and kept it as her battle lance against Anathema. After several centuries, she apparently tired of this, and still not relenting to the Immaculates pleadings that it be returned to the Wyld Hunt, she passed it to the Tepets as an heirloom weapon. The Tepets kept it in their armories, and it was sent to Fallen Lapis, where it was lost on the field fighting Fear-Eater. It was not recovered by the Bull of the North’s forces and may be lost in the field or, more likely, stolen by some third party.

The Eye appears to be a thick-handled, broad-headed, two-handed spear. Its head has a lightly textured, matte-black finish with exposed red-jade cutting surfaces, and the grip is a textured synthetic covered with a specialized gripping surface. The spear’s head has a socket in the center for a single Hearthstone. The Eye is clearly designed for infiltration, and its coating makes it seem perfectly mundane to the effects of All-Encompassing Sorcerer’s Sight, Pulse of the Invisible and similar Essence perceptions. However, effects operating at range touch can still perceive the weapon’s power, and it may be seen as a brightly glowing, red-jade chevron unless the blade’s special Essence-muting hood is installed (effectively, the weapon cannot be ready for use and invisible to Essence perceptions). Removing or installing the hood, which on its own would be an Artifact ••• item, takes one turn. If the spear is not unhooded, it does only bashing damage. This weapon requires an investment of 10 motes of Essence in order to operate. The spear adds 3 to the difficulty of any attempt to hit the character wielding it with any attacks powered by or enhanced with Solar Charms. Damage inflicted with the spear against the Solar Exalted is aggravated. A character wielding it inflicts aggravated damage to the Solar Exalted with her anima if it is Fire-aspected.

 

The Golden Viper (Artifact •••••)

The master magicians of the First Age could breathe the semblance of life into dead matter, producing animate but unliving servants. Latter-day wizards achieve similar results by binding spirits into magically crafted bodies, but these golems are either mindless or display entirely too much free will.

The Golden Viper is the most intelligent automaton known, and even First Age texts speak of it as a notable thing. This lifelike serpent, fashioned of orichalcum and jewels on a framework of starstone, stretches six feet long and is about four inches wide at its thickest. The Golden Viper serves anyone who possesses it, once its previous owner is dead.

The Viper is a formidable assassin. It can move through small openings and hide like a real serpent, coil and strike In a matter of seconds, a person bitten by the Viper turns to gold (ordinary gold, not orichalcum}. Magicians and Exalted have somewhat greater resistance to the Golden Viper’s bite than do mere mortals, but even they can be slain and transmuted by the magic serpent’s bite.

What’s more, the automaton knows whatever any of its victims knew. It advises its owner on the basis of this truly awesome base of stolen knowledge and experience. The Golden Viper knows no mercy or compassion. It advises the most ruthlessly practical course to whatever goal its master seeks. If the Viper’s master is not already a complete cynic about human nature, she will be after a few years of the Viper’s callous insight into human foibles.

 

 

The Helm Of Heart’s Desire (Artifact •••••)

Where can a ship go? Anywhere the helmsman can steer it. With this precious First Age artifact, a captain can steer his ship to any known harborage — or, better still, to the land of his dreams. The edge of Creation holds all possibilities, including dreams of the past and hopes for the future. Does the steersman seek a land where the friends of his youth still live in harmony and where the cliffs of his childhood rise to welcome him as he emerges from the Wyld mists to see a familiar shore? It can be found. Would he rather find a land that fits his future dreams, where lions will follow him obediently and birds of paradise will nest in his eaves and where he can live in never-ending contests of arms or constantly test himself by hunting antelopes or rarer prey?

The Helm of Heart’s Desire, as it is referred to in certain First Age scrolls, answers the spoken and unspoken desires of a steersman’s heart. It can guide a sailor to his deepest fantasy or lead him to the nightmare that he has never dared examine.

The Helm is constructed of all five types of jade, with the wheel itself being orichalcum and the three compasses set beside the wheel made of moonsilver. Of the three compasses, it is said that the first points toward the Elemental Pole of Earth at the heart of the Realm, that the second points toward the helmsman’s desire and that the third points to his worst nightmare. To use it properly, the owner must have the Helm set properly into his ship and must attune the Helm to himself by committing 10 motes of temporary Essence to it. If he does not attune the Helm or if someone other than the attuned steersman lays a hand on the Helm, then the wheel will remain fixed and unmoving, and the ship itself will shudder and tear itself in two and sink, should it be out of sight of land.

Once attuned, the Helm may be used as a normal helm with no restrictions or cost. To use it to seek out a desired image requires 5 motes of temporary Essence a day to operate. If the helmsman concentrates on what he desires to find, be it an island suited to his whims or a sea battle in progress or even a place where he will find a clue leading to the man who slew his brother, then the Wyld will open before him, and he will sail those waters for a dozen hours before reemerging into more normal seas. The accuracy of his navigation depends on a roll of Perception + Sail against a difficulty of 6. Five successes will take him to precisely the place or event that he wishes to find, three successes will put him within a mile of such a place, a single success will leave him within 10 miles of the location, and a failure leaves the ship on the open sea, within a mile of where it entered the Wyld. The precision of the helmsman’s imagination also affects his steering. The roll is made without penalty for a carefully thought out dream island, at a penalty of two dice for some vaguely desired event such as a sea battle and at a penalty of four dice for something as unformed as “the man who slew my brother” or “the seas above Leviathan’s dwelling.” A botch means that the ship has come upon the helmsman’s worst nightmare, such as an island where his family is being slaughtered by deathknights or an area of absolute darkness where slimy things crawl from the sea onto the ship and drag down all those they find or worse. The Helm cannot magically transport the ship to a real location that has been deliberately focused upon.

Such places must be reached under normal sail or with the aid of Charms or spells. The Helm deals with desires and fantasies, not real things.

 

Icemind (Artifact •••••)

Created almost by accident by a husband-and-wife team of Gateway champions, Ledaal Kes and Ragara Szaya, Icemind may well be the greatest Gateway player the Realm has known — if the Realm were to find out about it. So far, the couple has decided it would be best to keep Icemind a private matter until they can find out exactly what it is they have done. It began as an experiment to create an artifact that would allow a user to play Gateway alone or to teach people to play the game and its variants. The duo devised a method to craft memory crystals from the blue ice found in the Far North and to use them to record themselves playing game after game of Gateway. Far too casually (for they were both overeducated and jaded types), they then thought to melt the resulting crystals down and refreeze them as one large crystal. While it was liquefied, they subjected it to a variety of poorly researched but still inspired magical processes using a motley assortment of magical ices and liquids brought back by Szaya from her regular excursions into the ruins and markets of the Threshold.

Despite the lack of any rigorous experimental methodologies in Icemind’s creation — or really any academic discipline at all on the part of her “parents” — Icemind is generally a very gracious and stable-seeming entity with a decent grasp of many polite conversation topics. She is over 22 years old currently and has shown no signs of being flawed or dangerous in any way. Her creators have determined that Icemind possesses an amalgam of their knowledge and mental acumen (though she continues to grow more intelligent) and a somewhat more calm and polite hybrid of their personalities.

Icemind is a very large, low table that appears to be made of white, blue and clear ice crystal. The sides and top of Icemind are covered with a dizzying assortment of movable trays, racks, armatures, abaci and drawers that can be set in a very wide variety of different positions for different styles of Gateway play. Icemind can speak normally and has normal senses of hearing, sight and touch but has no sense of smell or taste. Icemind is not capable of any motive ability and requires outside assistance to move her many surfaces or to change her location, though she is capable of emitting many colors of soft light and does so to illustrate actions that she would like taken on her surfaces. Icemind’s primary motivations are to play Gateway as often as seems feasible, to be given complex puzzles to solve, to compose highly structured poetry and to amusedly point out what she feels are obvious flaws in the work of her “parents.” Icemind currently resides in a very secure but well appointed lounge cum library in the primary Manse of her creators in the Imperial City.

Icemind originally required direct commitment of tremendous amounts of Essence to stay active and has gone through several different restructurings over the years to improve her capabilities and efficiency. Currently, she requires a Hearthstone of level 3 or higher to maintain a level of activity that she finds acceptable. This relatively high Essence intake has led Icemind and her creators to recently wonder if she isn’t actually capable of a great deal more than has been established. Icemind herself has begun a comprehensive analysis and exploration of her own consciousness in an attempt to ascertain what this potential could be.

 

Land Ship (Artifact •••••)

In the First Age, land ships were common. Very few of them remain. Masters of earth and water magic, working together, could craft new land ships — but this has not happened in centuries. Although land ships were once common, war or accident has destroyed most of them. Two Dragon-Blooded nobles own land ships; so does one Deathlord. Perhaps a few more await discovery.

All the magic of a land ship rests in its keel — a long, curving strip of yellow jade sandwiched between strips of black jade. The rest of the ship is ordinary wood and metal, built however the shipwright pleased and subject to normal wear and aging. The two land ships in mortal hands are both singlemasted forty-footers with high prows. One is square-rigged, the other lateen-rigged. The Deathlord’s ship is a 60-foot sloop.

A land ship sails through earth and stone as easily as it sails through water. The land ripples around the ship’s hull and in a short wake behind it, until it quiets and returns to its former shape and solidity. A tracker familiar with the signs can follow a land ship’s wake for days afterward, but an untrained eye does not see any trace of a land ship’s passing. The land ship cleaves low stone walls or boulders as if they were waves.

Still, the ship’s magic has limits. A land ship cannot sail up or down cliffs, any more than a mundane ship can sail up or down a waterfall. The one time someone tried using a land ship to breach castle walls, the ship’s high prow went into the wall — and the liquefied stone pushed the prow down into the ground. The land ship sank into the earth.

 

Lightning Torment Hatchets (Artifact •••••)

Teak-handled axes forged from moonsilver and white jade, these throwing axes are the assassin’s friend. No more than an oversized throwing axe outside the hands of an Exalted. An Exalted must invest 3 motes of Essence into a hatchet to activate its powers. Lightning Torment Hatchets come in pairs, and the wielder must have both activated in order for them to work (for a total cost of 6 motes).

In addition to their impressive statistics, Lightning Torment Hatchets have two additional powers. The first is that they return to their wielder’s hands after they’ve been thrown. Normally, they whirl back through the air at the end of the turn. However, this will not occur if their return is blocked or they travel more than 100 yards from the wielder. In these cases, the wielder must recall them through Elsewhere as a reflexive action by spending a mote of Essence. The hatchets can be recalled until the invested Essence fades (about a day after they’ve last been touched), making them easy to smuggle into dangerous situations.

The second power is the one that gives the hatchets their name. A target struck by a hatchet is surrounded by crackling blue sparks until the end of the scene. The pain and muscle spasms this causes subtract 1 from all her dice pools. Multiple hits from a hatchet are cumulative, but cannot exceed -3. However, each hatchet inflicts this penalty, so a character who splits her dice pool can dish out considerable hurting. Storytellers and players should keep track of which roll is for the right and the left hatchet.

 

Manta (Artifact •••••)

Although First Age units made relatively little use of mortal infantry (even equipped with gunzosha or other artifact weapons and armor), save in static, defensive positions, there was still a need for medium-sized transports to move troops and equipment around Creation.

Manta is one of a family of similar-sized and -purposed skyships in the Lookshy fleet. Carved from a diamond the size of a building and given the shape of a giant faceted crystal with small wings on either side, Manta is larger than many skyships in her general class, measuring over 60 feet from stem to stern and with a body nearly 12 feet wide. She is capable of carrying two warstriders as cargo or a talon of infantry for short distances (less than three days travel). Two doors on either side allow passengers to embark, and a large ramp can be dropped from the back of the craft to load cargo or troops. Manta requires a crew of five, including two Exalted, and is powered by placing two Hearthstones of Air (level 2 or higher) in sockets near the twin Essence furnaces that power the craft. As a security precaution, each of the Exalts must commit 3 motes of Essence for the skyship to fly.

Two fire lances are mounted on the sides of the craft, in mounts that allow them to fire in most directions. Firing slits can be opened on either side, allowing infantry or crew to fire out to port or to starboard, but this is the extent of Manta’s offensive ability. Manta is a reliable craft, requiring maintenance every 100 hours of flight and suffering breakdowns only after becoming 30 hours of maintenance in arrears. Because of this, there are more craft like Manta still in existence than perhaps any other type of flying craft in Creation save the chariot of the infinite heavens. The majority of Lookshy and the Realm’s air fleets are made up of these craft, and small numbers of them can be found in the more civilized parts of Creation, mostly in the East and the South.

 

The Masks That Command The Animals (Artifact •••••)

The Prince of the High Lands of An-Teng possesses, among many treasures, these artifacts from the First Age of An-Teng. Cast in bronze and decorated with many jewels, the Masks That Command the Animals bear the likenesses of the great animals of An-Teng: the tiger, the ape, the elephant and others. There are many such masks, one for each animal the people of An-Tang revere, though the masks of lesser animals have been given out as gifts to other nobles and friends of the Prince of the High Lands. For himself, the High Prince keeps the Tiger Lord Mask and the commander of his armies holds the Ape Lord Mask. The bearers of the masks are collectively known as the Masked Commanders of the Animals.

Each mask grants its wearer two abilities. Foremost, the wearer gains the ability to summon and command all animals of the mask’s type within 100 miles of the wearer. The animals are not automatons, but rather, view the Masked Commander as they would a greater animal spirit, performing tasks without question or hesitation. This power costs a point of temporary Willpower, is a simple power and lasts for a day.

The secondary power of the mask allows the wearer to transform into the animal of the mask’s type. This ability can be used only once each day or night, depending on whether the animal is diurnal or nocturnal. While so transformed, the wearer possesses the Physical Attributes and Abilities of the animal (or his own, whichever are greater). Transformed characters may communicate normally and maintain the command ability of the mask. Using this ability costs a point of temporary Willpower, is reflexive and lasts for a scene.

Animal spirits and the animal avatars are not affected by the powers of the mask. In addition, they are suspicious of those who employ the masks, though they will only act against a wearer if the animals under the wearer’s control suffer for it.

 

The Ring Of The Deliberative (Artifact •••••)

This elaborate torc has settings for three Hearthstones and was once worn by the Hierophant of the Solar Deliberative when he executed official business. The wearer of the neck-ring gains a five-die bonus to all Zenith Caste Ability checks and a two-die bonus to all Social Attribute checks that do not involve the Zenith Caste Abilities. The bearer appears to be greater than he is. He seems to be bigger and stronger, his features more distinct and handsome. His gear seems to be more valuable and better-tended. In short, he appears to be an Exalted among Exalted.

 

Soul Mirror (Artifact •••••)

Soul Mirror is, without a doubt, one of the most horrifying weapons in Creation. It was forged centuries ago by the Lover Clad in Raiment of Tears to be carried by her champion, but her nemissary fell to two incomparable Dragon-Blooded martial artists, and the sword was lost. Both Terrestrial warriors paid dearly for their actions, but they did succeed in hiding Soul Mirror away from the furious Deathlord. Today, nobody now knows where this terrible blade is hidden, and those who have heard legends of its power fear that, one day, some servant of the Malfeans may reclaim it.

The weapon appears, at first glance, to be a mere soulsteel grand daiklave. Although the blade is flat and black, no souls may be seen in its surface, nor can the voices of those used in its forging be heard. The same amount of Essence is required to attune to Soul Mirror as to a grand daiklave, and all of Soul Mirror’s statistics are the same as the blade whose shape it shares. The only noticeable difference is the additional Hearthstone setting on the handle (for a total of four). If it strikes an opponent, Soul Mirror will drain one point of temporary Willpower and a number of motes of Essence equal to its wielder’s permanent Essence. Half of the motes (round down) are passed to the bearer of the blade, while the rest are consumed by the sword.

The true horror of this unholy artifact is only seen when it takes a life. Instead of the ghost of the victim going to the Underworld or submitting to Lethe, it is drawn into Soul Mirror. Until this soul is consumed, it will be visible in the flat blade of the daiklave, tormented and afraid. However, at any time, the wielder may allow the sword to consume the soul, thus adding 1 to the weapon’s speed, accuracy and damage for seven days. Only four consumed souls may provide such a benefit at any given time.

The player of anyone who faces Soul Mirror in battle must succeed at a Willpower roll, or he suffers a four-die penalty to any attack rolls. The roll is difficulty 4 for mortals, 3 for Exalted and other magical beings and 2 for Solars or Abyssals.

The final power of the daiklave is perhaps what makes it so valuable and so dangerous. As a reflexive action at the cost of one of the souls contained within the sword and all of the bearer’s remaining peripheral Essence, any single attack that would damage the wielder to Incapacitated or below may be ignored. This action will cause anima flare and can only be invoked if at least 10 Essence remain in the Exalt’s Peripheral Essence pool. As this action is performed and the soul within the blade emits its final scream of agony, all damage from the fatal strike is ignored, any lethal or bashing damage the bearer of the blade has suffered is healed, and she will also heal a number of aggravated levels of damage equal to her permanent Essence. This is truly a terrible power, and no being who ever invokes it can hope to remain untouched by the evil imbued in Soul Mirror.

 

 

The Talisman Of The Cult Of Dukantha (Artifact •••••)

Yrjow Han, as leader of the Cult of Dukantha, possesses a powerful Infernal artifact known as the Talisman of the Cult of Dukantha. Each cult leader before him has possessed a similar talisman, and all that follow him will as well. At the heart of the Talisman, which grants the bearer the ability to call upon Infernal sorcery, are the mummified remnants of the bearer’s own genitalia, ritualistically removed by Dukantha himself and infused with the power of the Primordial Sea.

The bearer of the Talisman must have an Essence of 1 or more. Possession of the Talisman increases the bearer’s Essence by 1 as well. In addition, the Talisman gives the bearer access to Infernal sorcery. So long as the bearer keeps the Talisman and remains devoted to Dukantha and the Sea That Marched Against the Flame, the bearer may learn sorcery spells as if he possessed the Terrestrial Circle Sorcery Charm. If the Talisman’s effect increases the bearer’s Essence to 3 or more, the bearer may also learn spells as if he knew the Charm Celestial Circle Sorcery.

The spells that can be learned this way are neither Terrestrial nor Celestial spells, but rather, Infernal spells that are roughly analogous to those circles. First Circle Infernal sorcery is roughly equivalent in power to Terrestrial Circle Sorcery, capable of summoning First Circle demons, cloaking the sorcerer in lies or taking command of the minds of mortals. Second Circle Infernal sorcery is similar in power to Celestial Circle Sorcery. An Infernal sorcerer of this skill can summon demons of the Second Circle, cause structures to fall to the ravages of time in mere moments and even take command of the minds of spirits and Exalted. While the Talisman is incapable of granting its bearer access to Third Circle Infernal sorcery, such a circle does indeed exist. Infernal Exalted and powerful demons with access to this level of sorcerous might are on par with Solar Circle sorcerers.

 

Whip Of Devouring Serpents (Artifact •••••)

The whip of devouring serpents is much prized by slavers among the dead, as it is a most effective tool for keeping their chattel in line. Rarely used but often threatened, it can turn the most ferocious prisoner into a docile thrall with a single well-placed blow.

Consisting of an iron handle holding seven leathery strands, the whip is thick, grim and ugly. Each of the seven strands is capped with a forged soulsteel serpent head, and each of these is adorned with prominent and jagged fangs. Unsurprisingly, the entire apparatus twists and twines as though it were alive, though the serpent heads will not strike the weapon’s wielder except under exceptional circumstances.

When used, the whip of devouring serpents (Speed +5, Accuracy +1, Damage +2L, Defense -2) has a devastating effect. On a successful attack that does damage, each head rolls a single die to see if the fangs sink into the target. On a success, they do, and the head drains a point of Willpower from the target. Tens count as double, but no more than seven points can be drained by one strike. The target cannot be reduced below zero temporary Willpower. The whip of devouring serpents can only be used on a single target per attack, and the character cannot make multiple attacks with this weapon by means of splitting his dice pool (Charms still work).

Attuning a whip takes an hour, and the owner must allow the whip to feed on him. It requires 9 committed motes of Essence, and each head must drink a point of Willpower. The Willpower returns normally, but must be paid every time the weapon is attuned.

In addition, the whip must be fed. Each point of Willpower it drains sustains it for a week. However, once the reservoir is empty, the whip will drain 1 Willpower per day from the character attuned to it (normally lost just after the character makes her Conviction roll to regain Willpower).

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