Sunday, March 29, 2020

So Many Adventures

An artifact is a unique item, constructed through the intensive application of magic; this process has often been perverse, using black magic to achieve the aim – to produce an article of such phenomenal power that it enables it's possessor to achieve dominance over regions and thousands of followers. Artifacts are, however, more dangerously potent than intended; the natural magic that exists in the vicinity of an artifact may be warped, producing unexpected consequences and reactions when the item's chief powers are employed. These consequences are known as "malevolent effects." Occasionally, these can be so virulent that an artifact's possessor must seriously question if the chief powers are worth using, given the potentially unfortunate results.

Artifacts are immune to various magic. Immunities defy attempts to magically search for these items, even the use of divination. Ordinary attempts to dispel magic are insufficient; even a rod of cancellation cannot affect an artifact's magic. Artifacts must be melted down, dropped into, buried beneath, broken again or immersed under very unusual circumstances, most likely in places that do not exist upon the Prime Material Plane. Often, only one precise method of destruction will be effective.

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.
Baba Yaga's Hut: a small, circular, thatched portable structure, made reportedly 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.
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.
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.
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.
Cup and Talisman of Al'Akbar: holy relics of the Islamic descendents 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.
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.
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.
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.
Horn of Change: of ancient origin prior to the Roman Empire, variously ascribed as a creation of Archimedes, Pythagoreas 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.
Invulnerable Coat of Arnd: resplendent armor 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.
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, the artifact was lost when the Mongol invasion fleet of Japan was destroyed by a typhoon in 1281.
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.
Johydee's Mask: created by the Japanese Emperor Go-Fukakusa for the Lady Nijo in the late 13th century and now rumored 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 of what true gender is the present holder.
Kuroth's Quill: obtained by the 8th century Chinese poet Li Bai, as a gift from a demon. The pen has since acquired a reputation of having hundreds upon hundreds of owners, some for only a few days, before being either lost or stolen. It's last known location was Siam, when an English seaman was murdered for it in 1647.
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. In the possession of the Bishops of Durham until the Norman Conquest. Believed to be in the possession of the Jesuit missionary Gabriel Lalemont in New France.
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, where it was worshipped as a fetish by local tribes. It disappeared inexplicably some 30 years ago.
Mighty Servant of Leuk-O: a crystalline golem built of gems during the War of the Eight Princes during the Jin dynasty in 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.
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.
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, originally possessed by Ehlissa, the Queen who led the first wave of Belgae people to Ireland. She ruled for centuries before the second wave, the Euerni, came from Belgica in the 6th century BC, deposed her. The queen and the nightengale are a myth, and both are believed to have originated from another plane of existence.
Recorder of Ye'Cind: created by a musician of Fukien during the Tang dynasty. The item passed into the hands of the Oirot after the arrival of the Mongols, and thence became a possession of the Kokand Khan.
Ring of Gaxx: believed to have been made by the Zimbabweans in the 3rd century, the ring has been fought over for a millennia between the Zulu, Swahili and Bantu peoples. Various reports place the present ring in Zanzibar, Sheba and Persia, but no one can be certain.
Rod of Seven Parts: created by Irenaeus for use by Theodora, Queen of Byzantium, the rod remained as part of the treasure of Constantinople until the city was plundered by Venice in 1204; thereafter, seven captains each took a part of the rod, agreeing to assemble the item in times of war; but each went their own way. Only two parts are today accounted for, one in Bologna and the other in Turin.
Sceptre of Might: fabricated during the time of Charlemagne, the sceptre grants the power to wage war. Carried in the Crusades, lost in Syria, recovered, lost in Armenia, recovered by the Byzantines, plundered by the Venetians, stolen by the Genoese, stolen again by the Venetians and given as tribute to the Holy Roman Emperor Charles the Great in 1524. Reportedly lost during the Thirty Years War.
Sword of Kas: created by the arch-lich Vecna after the wizard's undeath, whomsoever afterwards held the sword became a slave vassal of the arch-lich; a +6 unholy sword, it led revolts in Siam, Burma, Assam, Nepal, Kashmir and Afghanistan, by which time the arch-lich was long destroyed. According to legend, the sword was cast into the Caspian Sea to ensure that it could never fall into the hands of evil again.
Teeth of Dahlver-Nar: A set of 32 teeth obtained by the Witch of Endor in the 11th century BCE, supposedly collected from the mouth of an ancient beast found in the desert near Palmyra. The teeth have long since been scattered to the four winds; it is believed that the Jesuit Order holds four of the teeth and that the Freemasons control six others. One tooth is on display in the Kremlin, visibly encased in a gold block on the floor before the Czar's feet.
Throne of the Gods: According to legend, the ruling throne of the Earth, located inside an unknown mountain on an uncertain continent. Some believe the throne itself is a myth; hundreds have spent their whole lives searching for it without success.
Wand of Orcus: Wrested from the hand of Orcus by the hero Galahad following his ascension into heaven, following a great battle presaging the War in Heaven. During the battle, the wand was lost, and is now said to be floating in the eternal Astral Plane, where it is destined to be discovered by chance by one who shall reign hell upon Earth.

See Artifacts (study)

11 comments:

  1. Artifacts are a boatload of fun, and having a good list like this is great. I had a whole campaign based around the Quill of Ibn Al Fadlan. They called themselves the Fellowship of the Feather and everything.

    There's something about them that really captures the fantasy of discovering a magic item in the way that +1 Swords or Potions just doesn't. I guess one is loot, but the other is Treasure with a capital T.

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  2. I think it is because inherent in the item is the DM's knowledge that you don't want to give many of these away. So you have to make them really, really hard to acquire; leaving one last vestige of a high bar the party must clear in a game that has become so nerfed.

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  3. I always assumed the Throne of the Gods was located on Mount Olympus in Greece...and wasn't the Horn of Change supposed to be found in the tomb of Roland, along with the sword Durendal?

    The thing that's really excellent about this post is that, because of your campaign setting, you can provide a real world context for these items that gives a worthy scale in terms of both time and distance. 29 artifacts seems like enough that a party of PCs might expect to find a couple (or more) over the span of their careers, given a campaign world that only has a handful of "high level dungeons" (how many Tomb of Horrors equivalents would a DM be expected to create? Certainly less than 30!). And yet I'd reckon most DMs are more like me: hesitant to drop ANY into the world, limiting them to the realm of legend, even in a fantasy campaign...even as a reward/carrot for the the upper echelons of play.

    But given REAL WORLD equivalents (as you have) one can see just how rare and difficult these items are to acquire, being spread across the Old World, from Portugal to Africa to Japan, and (mostly) lost for centuries. Hell, given the 17th century date of your setting, it's quite possible for items to have been carried to the New World and lost in some bloody conflict...perhaps Magellan was in possession of some relic or other when he was slain in the Philippines and the item was lost near Mactan, etc. People (i.e. players) have a concept of just how big our planet is, and can imagine how hard it would be to locate some single, small item lost on planet Earth...especially once you take away the magic of GPS and the internet, etc. It's a lot harder to conceptualize when you're staring at an 8.5" x 11" hex map of a single continent with names like "Old Town" and "Elf Nation," etc. and no true historical context or geography.

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  4. JB,

    I technically have more of these to add to the list; but I got tired of being creative on this subject and I don't know if I'll pick it up today. But there are several items I've found from the real world and others still to add from the Deities & Demigods.

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  5. Interesting that you used artifacts from AD&D and adapted them to the world. Years ago when I first found your blog, your idea to use your version of earth inspired me. I decided that if I ever ran a game again, I would do the same. Since then, I kept a list of what artifacts that world might hold rather than use what was already in the DMG. A lot of the item on my list were biblical items. I like what you did with this post.

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  6. The characters in my off-line campaign are carrying around a +4 godentag, a club with a spike in it. The spike turned out to be one of those that was used to crucify Jesus Christ, specifically the one that was driven through his left hand.

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  7. I remember you posted that. I would not have thought to use it that way. I would have done something more...Jesusy with it. Maybe whenever the godentag hits, fish and loaves fall from the wound.

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  8. Except the spike wasn't exactly "pro-jesus," was it? I see the spike being sanctified by the blood of the saviour, but it's still an instrument of fundamental evil. Much the same way that we've mythologized the spear plunged into his side.

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  9. To be washed in the blood of Jesus is to be cleansed of sin. It’s the best sin cleaner there is. No sin is too tough for it.

    And really, while it may have been used with evil intent, it served god’s higher purpose. God’s whole goal was to get Jesus killed. Otherwise there’d be no redemption. Judas has to turn him in. The Pharisees had to condemn him. Pilate had to wash his hands. It all had to happen. Taken individually, evil acts. Looked at in the context of the whole, just part of God’s greater plan, which was good.

    So, considering that, it was ultimately an instrument for the good of all mankind.

    Hallelujah!

    Not that I think there is anything wrong with how you did it. I was expressing an appreciation of your approach. It was an excellent idea I would not have thought of. Sorry if I sounded argumentative. I was not trying to be.

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  10. And I'm sorry if I sounded confrontational. I too often rush in and pontificate aggressively. Just my nature.

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  11. No worries, Alexis. I did not take it that way at all. I had re-read my post and thought it came off more opinionated than I had intended.

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