Level N/A and Varies

 

Eye Of Autochthon (Artifact N/A)

The Eye of Autochthon surpasses all other magic items known, for the Primordial Autochthon itself created it. Through the Eye, mortals can rap a tiny fraction of a power older than the world or gods or time itself— if they date.

The Eye of Autochthon looks like an immense blackpearl, so large that a hero might strain to wrap his arms around it. Its ebon luster draws the eye into limitless depths of dark radiance, a void that could birth worlds. No force, whether human, natural or divine, could so much as scratch the Eye’s surface, but in the First Age some unknown agency clamped the great globe into a tight-fitting nest of three gimbaled rings so that the Eye could turn freely in all directions. With no hand to push it, the Eye nevertheless spins by itself.

No one since the First Age has owned the Eye long enough to fathom all its mysteries. The sages of the Immaculate Order know this much: The mere presence of the Eye quells all disturbances of land, sea, air and Essence for a league around it. The earth does not quake. Storms and waves calm. The Wyld itself subsides and stabilizes. The Fair Folk wither and die in minutes if they enter the Eye’s zone of power. The few trustworthy accounts of the Eye also tell of other powers that the Eye granted to owners who could weave the threads of Essence.

Six centuries ago, the sorcerer Bagrash Köl used the Eye to wrest a Demesne from the northern Wyld. He built a citadel so tall that its towers needed gates to let the moon pass through, and enslaved thousands of peasants and barbarians to populate his kingdom. Five years later, dozens of terror-maddened men and women appeared in the northern Threshold kingdoms.

They said that Bagrash Köl’s kingdom had met a strange and nameless doom. Many sought the kingdom of Bagrash Köl in hopes of looting his treasures, but no one ever found his citadel — or if they did, they never returned.

Five centuries ago, the Grand Satrap Manosque Viridian found the Eye and sought to usurp the Empress. At Lord Viridian’s command, the Manses of power that defend die Realm shut down, denying their use to the Empress and their legitimate owners. The legions of House Manosque were only three days’ march from the Imperial capital when the day darkened to blackest night and —- so the survivors said — Lord Viridian and half his army fell into the sky. The Empress subsequently killed every remaining member of House Manosque, even though they were of her own blood.

She did not obtain the Eye, though. Two centuries ago, the Eye turned up again in the hands of the South lands prophet Ikerre, who proclaimed a crusade against all the forces of chaos. Ikerre’s cult of Autochthon decimated the Fair Folk of the south and cleansed two shadowlands. When the Imperial legions came to wrest the eye from Ikerre, however, they found the prophet and her caravan entirely turned to crystal — but not a trace of the Eye.

 

The Insidious Ebon Xoanon (Artifact N/A)

The Insidious Ebon Xoanon was designed and built by the First and Forsaken Lion, who insisted on having a device that was the equal of any warstrider in Creation. Its shape, function and composition were all based on warstriders the Lion had seen in Creation but modified to better channel Oblivion.

Unlike most warstriders, the Insidious Ebon Xoanon is not forged from metal, but crudely carved from Essence-hardened ebony. Where the Xoanon needs to be flexible, the joints of a dead giant have been set into the wood and animated with necromancy for mobility. Aside from the joints, the rest of the creature is more comparable to an enormous wooden golem than a warstrider. Odd though it is, it fulfills exactly the function of the warstriders of Creation. The Insidious Ebon Xoanon is the equivalent of a royal warstrider in size and strength, with certain necromantically added advantages.

The heavy wood of the Xoanon is crudely carved, and all surfaces of the creature are covered with the unholy glyphs of necromancy. It’s as much a primitive totem — the kind worshiped by nephracks in the depths of the Labyrinth — as it is a suit of armor. Part idol, part armor, the Ebon Xoanon is carved in the shape of some unspeakable horned horror, possibly one of the Malfeans, possibly…something… else.

The midriff, forearms and shins of the Xoanon are thickly wrapped with human skin stained deep black from exposure to Oblivion. This leather wrapping is held in place with dozens of soulsteel studs. Ridges of sharp bone shards extend down the device’s spine and up the sides of the arms. The device is as lethal as it is terrifying. In addition to its other advantages, the Ebon Xoanon may also carry necromantic weaponry powered by Oblivion’s Avatar (though it has to forego the use of traditional warstrider weapons to do so, owing to size constraints). Perhaps the most loathsome aspect of the Insidious Ebon Xoanon is its ability to steal Essence from Solar (and only Solar) Exalted. All Chosen of the Unconquered Sun within direct line of sight of the Xoanon lose a mote of Essence every turn to the monstrosity’s soulsteel Essence collectors. This Essence is channeled directly to the Xoanon’s wearer, making it much easier for nemissaries and Abyssals to function in Creation.

Furthermore, the fists of the Xoanon are potently Oblivion-tainted and drain the life force of those they damage. For every health level of damage the Xoanon inflicts on Essence channelers, it inflicts an additional wound level on its target with its chilling touch (i.e., all damage inflicted against Essence-channeling beings is doubled before being applied to their health levels). Each health level of damage inflicted in this way also steals away an additional 2 motes of Essence. The stolen Essence helps to power the Xoanon, especially when it’s fighting in Creation and cannot gain Essence through any other means.

The First and Forsaken Lion has worn the Ebon Xoanon himself in battles in the Underworld, but it is most often worn by his favored Abyssal Exalt, Walking on Laughter.

Like the warstriders of Creation, the Xoanon needs maintenance. Every 50 hours of operation, the joints of the Xoanon must be tended by nemissaries using Instauration of the Fleshly Vessel to counteract their decay. The joints must also be greased with the rendered tallow of a sentient creature, or the machine suffers disabilities like any other warstrider (for more on warstrider maintenance and the disabilities caused by overdue maintenance).

 

Iron Puzzle Box (Artifact N/A)

One of Starless Sky’s great secrets was the Iron Puzzle Box, a simple metal box seven inches wide by five inches deep by six inches high. When completely assembled, the box appears unremarkable, except for the carving on the top. Four glyphs, each representing one of the castes of the Solars, adorn the lid, one in each corner. The missing glyph, that of the Night Caste, is, in fact, present in the center, but only a character who has attuned the box can see it.

The Iron Puzzle Box is an extremely dangerous artifact, and its origins and first owner are lost to time. Starless Sky took the Iron Puzzle Box from someone upon whom she passed judgment some moonless night, but she never spoke of it to anyone. Over time, she divined the secrets of the box, including the fact that, by tapping the lip in a precise sequence, the entire box falls apart into 50 small interlocking pieces. Assembling the box once it has been disassembled requires 50 successes on an extended Intelligence + Lore roll, making one roll per hour. A botch at any time indicates that the work of the last two hours was flawed, and the player loses any successes from those rolls. The character need not assemble the box in one sitting (indeed, it took Starless Sky herself more than a month).

Once the box is assembled, it can be opened. Opening the box with no idea what the artifact can do is unwise, however. The box contains everything in any realm in or outside of Creation — it is an opening into Heaven, Yozi, the deepest oceans, the heart of volcanoes, the council room of the Deliberative, the bedchamber of Raksi or anywhere else imaginable (provided the area is not warded against scrying or teleportation). One thing it cannot do is reach through time, but it can be used to contact any being capable of communication, ghosts included.

If an attuned character touches the Night glyph and expends 4 motes of Essence, the box opens. If the character knew what place he intended the box to reach or what person he wishes it contact, his player rolls Intelligence + Lore at difficulty 3 to guide the box. If the roll succeeds, the character can now peer into the box and see the intended location as though he were standing there. By picking up the box and moving it, he can move his reference point. All of his senses function normally, but nothing at his destination can touch him unless he reaches into the box (which means he can steal anything that would fit through the box’s opening). If the roll fails, the box simply does not function. If the roll botches, the box responds as though someone had opened it with no “destination” in mind.

If a character opens the box with nothing in mind, his player must make a Wits + Lore roll at difficulty 5. If the roll succeeds, the character’s mind is filled with images of Hell, Heaven and Creation for a moment, and then, the box snaps shut. The character loses a point of Willpower but is otherwise unharmed, and the player can make an Intelligence + Lore roll to guess at the box’s function. If that roll fails, the box opens to Yozi. Worse yet, it cannot be closed until a certain Old Realm phrase is uttered over the box… and the only person who knew this phrase was Starless Sky.

 

Mantle Of Brigid (Artifact N/A)

The Mantle of Brigid is a millennia old silk cloth, threadbare and worn, that bears the image of a woman’s form. Many believe the woman in the image is Brigid, the Magic Bearer. Is it really the cloak that she was given in the East, or is it an elaborate forgery, a hoax perpetrated by some clever sorcerer-artist? Modern researchers have completed thousands of days of intense research on the mantle. In fact, it may be the single most studied artifact known to the Exalted. Yet, the controversy over its validity rages.

The mantle is a seven-foot long, six-foot wide section of the finest scarlet silk, faded and worn with centuries of use and embroidered with hair-fine orichalcum thread. The image upon it is that of the silhouette of a woman. Believers in the mantle claim that the image could have only been made by the constant flow of Essence out of the wearer and through the cloth over the course of years. Investigators claim that the weave of the silk is consistent with the weave of cloth fragments attributed to the era in which Brigid lived. Critics claim that the image is faked or the result of water damage and that there is no way to accurately match cloth weaves for cloth of that age. In addition, disbelievers state that even the finest silk could not have survived since the time of Brigid. Believers say that this just further supports their claims.

Currently owned by the Empress, the so-called Mantle of Brigid was her personal possession and a regular part of her wardrobe, at least when working magic. She certainly had good reason to protect the mantle, if its history is to be believed. According to the tales, the artifact has survived earthquakes, fires and floods. Believers claim that the cloak will extend its resilience to its wearer and that the truly worthy wearer will gain, in addition, some small share of Brigid’s access to Essence. These claims have not been put to the test in the modern era.

 

Skywolf (Artifact N/A)

Skywolf is one of a group of similar craft that form the backbone of the Lookshy Sky Guard. Although Skywolf is less than two centuries old, her sister ships were built during the Shogunate, based on plans for mid-range First Age skyremes. Nearly 300 feet long, Skywolf was designed to support ground operations and to carry troops and supplies to the battlefield. Only six of these great warships are known to have survived the Contagion (or to have been produced since), and all of them belong to Lookshy. Rumors persist of sky pirates armed with a Skywolf-class craft operating in the Western Ocean, and other, less credible tales wander the teahouses and caravansaries of Creation as well. It is believed that Vanileth has at least one flying craft similar to Skywolf, and legends persist that there were three similar ships docked in the aeries of Rathess when the Contagion struck.

In flight, Skywolf vaguely resembles a steel-and-jade alloy killer whale, but the resemblance is fleeting. A deckhouse rises from its mostly flat dorsal deck, equipped with numerous tiedowns for cargo or warstriders. The ventral hull is curved and comes to a point — skycraft usually land in large pools of water or calm inlets — and a thick ventral “fin” housing weapons and an observation deck hangs below it. To port and starboard are four armored housings carrying potent Essence turbines that power the massive vessel. When operational, these engines can temporarily drain an area of breathable Essence in mere days, and so, the ships are normally kept powered down when not being prepared for a mission or in the air. It takes a full day to bring the engines up to operational power. Skywolf and her sisters can float and can operate as ocean-going craft, after a fashion, although they are ungainly and slow in the water.

Unlike most of her sister ships, Skywolf retains her original armament. Combat between aerial warships was not unknown in the First Age, but it was uncommon enough that it was not a primary consideration — as a result, most of Skywolf’s weapons are designed to be able to engage ground targets. A forward weapon mount holds a pair of lightning ballistae (Hearthstone powered) facing forward, and the ventral fin mounts four medium implosion bows, one firing in each direction (port, starboard, fore and aft). Four light implosion bows (two port and two starboard on mounts allowing one on each side to fire either forward or aft) and two forward-facing warstrider fire lances are mounted on the top deck, allowing for fire against aerial targets (or while the craft is in the water). Additionally, firing ports located throughout the hull allow the ship’s troops or Dragon-Blooded to use personal weapons against the enemy.

Skywolf requires a crew of 20, including five Dragon-Blooded, and normally carries two scales of ship’s troops in addition to any embarked ground forces. The exact amount of passengers and cargo carried varies — Skywolf can carry a wing for short periods of time, but she normally carries three talons when traveling more than a week from Lookshy. Some of her sister ships, partially rebuilt for cargo capacity, can carry a wing comfortably for long periods of time and are the primary means of deploying large units to the redoubts from Lookshy.

Skywolf’s operation is labor intensive, requiring one hour of maintenance for every three hours of flight or every five turns of combat. Fortunately, most of this work can be done while the craft is in flight, but for every 100 hours of in-flight maintenance, she requires a day of refitting in dry dock. In-flight maintenance is fairly simple (Repair 2). The Legion can build aerial warships resembling Skywolf, but they are massive undertakings even for Lookshy — nearly all other production of First Age or Shogunate-era weapons and armor ceased when Skywolf was built, and it is expected the impact on production would be worse today.

 

The Sword Of Ice (Artifact N/A)

This legendary blade is said to be tied not only to the past but also to the future. Brigid, the First Sorcerer, reputedly bore this sword, cool to the touch and constructed of purest crystal, until the day of her death.

Extreme in both its beauty and its power, the weapon seemed to grow in its abilities even as Brigid expanded hers. The sword served not only as a form of offense, it also served the Mother of Spells as advisor and confidant. It is unclear if the power of speech was inherent to the sword, was the result of some spirit bound to the blade or was some reflection of Brigid’s own power and personality, but no matter which, it was her most trusted friend and ally. Upon her death, the weapon is said to have melted into water on the spot and soaked into the ground around its fallen mistress’s body.

True believers in Brigid take the legend one step further. They assert that the sword will re-form when Brigid’s true heir appears in the land to claim it. This true heir will take up Brigid’s sword of ice and, after dispatching her foes, lead Exalted and unExalted alike into a new era of magic. In this new era of magic, feats of sorcery beyond even Brigid herself will be performed, and the face of the world will be changed forever. If this tale is accurate, clearly no true heir has yet claimed the blade. But the believers claim that the signs are there, in the stars, on the sea and in the deep places of the earth: The time of the heir is coming.

 

Jade Hand (Artifact Varies)

In addition to granting the wearer (who must have lost a hand by accident or design) a normal range of motion and use of the missing limb, a jade hand acts as a conduit between the wearer and the Essence of a Manse. Only the Dragon-Blooded can wear a jade hand, and even then, the hand must be of the appropriate type of jade as determined by the Exalt’s aspect. When using Charms based upon the Aspect Abilities of the element with which the hand is associated, the jade hand reduces the total cost in motes of Essence by a number equal to the hand’s Artifact rating. For example, Shuri’s jade hand is rated Artifact 3, so the total cost for using any Charm associated with an Air Ability is reduced by 3 motes. In no case can the jade hand reduce the cost of activating a Charm below 1 mote of Essence, nor does it have any effect on Willpower expenditures to activate Charms.

All jade hands possess sockets for the placement of a Hearthstone. Because of the connection between the hand and the element for which it was made, only a like Hearthstone may be set in the hand. If there is a cost to activate the stone, the jade hand does reduce the cost in motes of Essence to activate it just as if it were a Charm of the appropriate element. This ability even extends to the cost of attunement for weapons of the appropriate jade type for the Dragon-Blooded who wears the hand.

A jade hand may possess additional features, as well. Some are crafted with clawlike nails, allowing the wearer to inflict lethal damage with unarmed attacks. Others are designed larger than the wearer’s natural hand, allowing the wearer to wield a large weapon, such as a grand daiklave, in one (the jade) hand. If the jade hand possesses such a trait, the Artifact rating of the hand is increased by one, but it does not increase the number of motes of Essence by which it reduces the cost of Charms and other aspect magic. The hand must be attuned to the wearer and requires a commitment of 1 mote of Essence per dot of Artifact.

Rumors persist of similar hands crafted of the other Magical Materials, such as starmetal and soulsteel. If such creations exist, they are likely very rare, very powerful and very well hidden and guarded.

 

Vessel Of The Pyre (Artifact Varies)

Vessels of the pyre are the only known method of transporting pyre flame, and the best method of using it as a weapon. Each pyre vessel is an earthenware jug with a thick, heavy stopper, unadorned and unlovely. Most are small enough to fit in the hand, though some are as tall as a man and as wide as a doorway. Each can be filled with pyre flame, as workers using special soulsteel funnels and other implements can shovel the stuff into the vessel without much risk of harm. Once the pyre flame is inside the vessel and the stopper is sealed, it can be transported safely.

A vessel can also be used as a deadly projectile weapon. Whether flung by hand or hurled by a war engine, a jug full of pyre flame splits open on contact, spreading its contents all around the immediate vicinity and on any bystanders therein. The dead are careful in its use in siege warfare, however, as a citadel that has been brought down by vessels of the pyre is likely to be worthless as a possession of the victor. Its main use, rather, is as a weapon of terror.

The size of the vessel determines how much pyre flame it can hold and how much damage the flame does on impact. Full vessels can be stored for untold centuries without any harm to their contents, though in such cases their keepers tend to seal them with wax to prevent spillage.

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