Specific Items in Genesis | World Anvil
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Specific Items

Magical items vary greatly, from common items replicated over and over for everyday usage to specific artifacts whose creation may be a divine mystery. The following is a non-comprehensive list of items of all kinds.   This article details specific materials, items, and artifacts. For information on their creation and classification, see Magical Items and Artifacts  

Categorical Items

ARROWS OF AIA
Generic, active, associated with priests of Aia
A staff of living wood favored by priests of Aia, Arrows are bladed at one end and serve as both magical focus and weapon; resistant against fire, tied to nature, and well-suited to healing magic. When a priest dies, their Arrow is planted on their grave and will grow into a living tree with powerful magical properties.   BINDING DUST
Generic, passive, associated with Binders and mages
A magical substance with a long history of use, binding dust is a coarse power made from shavings of cold iron and silver mixed with salt. When activated by magic, it has a disrupting effect on spirits, demons, and the undead and can be used to lock them in physical form. Binding dust works best when laid in a circle and locked in place with magic, used frequently in summoning or warding circles, but can be used to somewhat less effect when thrown over a subject. It's widely available among purveyors of magical reagents but expensive when used in excess.   DAMPENERS
Generic, atmospheric, associated with the fate-dead and lawbreakers
Highly contraband items whose creation and usage is seen as blasphemous, Dampeners are powerful artifacts who suppress the visibility of fate in their general vicinity. They have little reason to exist other than to try and hide a fate-dead individual from the eyes of the Reaper; worse still, they're made from fragments of a Reaper's bones. Possessing a Dampener is considered high crime, since there's no innocent reason to have one and their very creation involves desecrating the body of one of Genesis's most honored individuals. They're thankfully rare, in part due to the difficulty of sourcing the materials needed for their creation and partially because they're destroyed whenever their existence is revealed.   FIREWOKEN WARDS
Generic, passive, associated with the Seraphs
Seraphs who marry into the family don't have their 'true' Seraph counterparts' resistance to the effects of flame, making them a potential liability in close combat. Firewoken wards are specially crafted from particular types of stone like obsidian, agate, flint, or garnet, and after being 'woken' by fire magic can be keyed to a particular user by an offering of blood. In the presence of fire, the ward will draw excess heat away from its paired user and prevent burns from brief exposure to flame.   GHOSTBLADES
Generic, passive, associated with adventurers
Knives or daggers edged and inlaid with a blend of cold iron and silver, ghostblades are specifically made to deal with ghostly and undead threats. They're often blessed by priests of Siarus to strike true against the restless dead, and can affect the immaterial in a way that usually requires binding dust or a trapping spell.   GUIDELINES
Generic, active, everyday usage
Guidelines are a moderately common item with a vast range of effectiveness, meant to provide a tracking link between individuals separated by a great distance. Consisting of two magically connected tokens, most commonly an exchanged lock of each individual's hair tied with half of a single enchanted red silk cord, they can give a rough indication of the corresponding token's direction and distance. The most finely crafted guidelines can have a stronger bond and provide more information about their counterpart, sometimes allowing the communication of a simple magical 'alert'; Binder mages will often invest in high-end guidelines to provide a cross-planar link to a favored demonic partner for summoning purposes.   HEALING CHARMS
Generic, active, everyday usage
A sort of specialized power reservoir, healing charms are magical items made specifically with healing in mind. While this sort of magic generally involves equalizing the level of damage between healer and patient, relying on the careful management and strength of the healer's own lifeforce to minimize the effects on themself, a healing charm provides a place to 'dump' some of the negative energy being drawn from the patient. The pain and damage is trapped in the intricate workings of the charm to slowly dissipate, allowing a less skilled healer to manage far more severe injuries than their own skills could handle without being overwhelmed.   HEART CRYSTALS
Generic, active, associated with lovers and married couples
A popular lover's token, often exchanged by couples within Genesis. Heart crystals are a single stone pared into two equal halves that remain magically linked; once attuned with their respective owners whose lifeforce will fuel them, they give off a faint light and warmth so long as both parties live. They're meant to represent a couple as two parts of a single whole, and provide reassurance when lovers are far away from one another.   LIGHT GLOBES
Generic, passive, everyday usage
One of the most common light sources among Genesis, light globes are orbs of blown glass or crystal that provide constant, stable light without heat or byproducts like smoke. Learning to reenergize light globes is one of the first tasks that fledgling mages learn due to the constant demand. They're common and affordable enough that most households will have at least one, though they often serve as supplemental to candles and a hearth fire in an everyday household.   MAGE STAVES
Generic, active, associated with mages
A tool owned by most mages, staves are a traditional and common choice of magical foci. They can vary widely in construction, and serve both as a focus and reservoir for casting spells via natural magic. A well-crafted staff can be very valuable, and may be passed down through a long succession of users.   POWER RESERVOIRS
Generic, active, associated with mages and those with magical talent
Another common mage tool, reservoirs are small and intricately carved tokens in which a mage can store their excess power for later use. They can be made of a variety of materials, with some holding power more efficiently than others; wood, clay, and worked metal are less ideal but easier to replace, while stone, ivory, or bone are more desirable. Reservoirs will slowly 'leak' magic over time, meaning that there's only so much that be reasonably stored in one.   SCRYING MIRRORS
Generic, active, associated with fortune tellers and Seer mages
Though in mundane hands they're nothing more than a silver-backed mirror, scrying mirrors can be ritually used by fortune tellers and Seer mages to gain an indication of an individual's future. They rely on the guidance of the overseeing user, as well as an offering of the supplicant's blood and the approval of Fate. Scrying mirrors are semi-religious objects to those who use them, and are often passed down among families who worship the god.   SPELLCOLLARS
Generic, passive, associate with criminals
Exceedingly rare due to the difficulty of their creation, spellcollars are used only for the most heinous of magical criminals. They use scavenged fragments of Seraph truesilver integrated into woven cables of metal, suppressing the magic of those they're fitted to and all but unbreakable by conventional means; only a handful exist, and they're used only with the greatest discretion.   SPELLKEYS
Generic, passive, everyday usage
Spellkeys are a semi-common magical tool with the power to magically open unwarded locks. Though they have some legitimate usage in adventuring, in urban areas they're generally considered suspicious to possess and are viewed as part of a thief's toolkit. Spellkeys tend to have a limited number of uses before they need to be recharged.   STARSHARD CHARMS
Generic, atmospheric, associated with servants of Tanith
Fallen stars are sacred to Tanith, god of the skies, and meteorite metal is a precious commodity. Charms made from this material have a powerful affinity for storing lightning magic, and it's common to find them carried by priests of Tanith as a joint magical focii and symbol of their faith.   TIDYING CHARMS
Generic, passive, everyday usage
Common charms used by everyone from nobles to commoners, tidying charms are a staple of daily life. They help keep body and clothing clean of superficial grease and dirt, dissipating body odors and keeping their users neat and fresh during daily life; while most of the population of Genesis practices regular bathing as part of their routine, tidying charms are still considered part of general outfitting. More powerful versions exist and are standard fare for adventurers and travelers who find themselves on the road for long periods of time.   TRUESILVER
Generic, atmospheric, associated with Seraphs
A metal compound whose creation is a closely guarded secret of the Seraph family, truesilver is essentially an 'anti-magic' substance; its very presence is painful to magic-users, and weapons edged with truesilver can wound fasthealing or magical beings in a way that regular materials simply can't. It's also dangerous for its ability to completely suppress an individual's ability to cast natural magic when in contact with their skin, most often as a shackle or collar. Seraphs have the unique, paradoxical ability to magically manipulate truesilver in a liquidlike state.   VANITY CHARMS
Generic, passive, everyday usage
Commonplace among the general public of Genesis, vanity charms maintain small, specific illusions. They're a wide category of charm that's as everyday as the use of makeup, and require relatively little skill to make; novice mages often supplement their income by making and selling the most common types, or by offering customized charms for those with a specific need. More stable and complex vanity charms are more difficult to procure, and some mages make a comfortable living focusing entirely on their creation.   WARDS
Generic, passive, everyday usage
Wards are another magical category with a huge range, and can be placed on everything from locks and threshold to armor and jewelry. There's never any shortage of demand for magical protection, and the strength of warding can vary enormously depending on its caster. While many mages simply choose to link a warding spell directly to the object it's meant to protect, it's more stable for longterm wards to be attached to a physical charm that's then embedded in an object or placed in the desired area.   ZEPHYR CHARMS
Generic, passive, everyday usage
A semi-common tool of adventurers and fighters, zephyr charms are ornately carved charms made from natural materials that are magically filled with the essence of wind. They grant the user self-directed flight, though the control and speed of said flight can vary enormously with the quality of the charm itself. A cheap zephyr charm does little more than lighten a user's steps or let them leap higher and farther than their body's normal limitations, while a high-quality one allows for precise, rapid, and sustained flight.  

UNIQUE ARTIFACTS

  THE BOOK OF LINEAGES
Unique, atmospheric, associated with vampires
Kept in the Court of Night, the Book of Lineages is an ancient artifact meant to record the bloodlines and patronage of all living vampires; visiting the city to be entered into the Book is an important rite of passage among vampires after they've undergone the Blooding ceremony that serves as their coming of age. The Book also magically tracks whether those recorded in its pages are living or dead, making it an important tool of keeping track of members in a chaotic and violent society. It appears to be thoroughly indestructible, and has survived several disasters that by all rights should have resulted in its loss or damage.   CORMORANT'S LANTERN
Unique, active, associated with the Cormorant and the Kingdom Spirits
A magical orb belonging to the Cormorant, one of the three god-spirits who rule over the Kingdom. Cormorant's Lantern is said to create great streamers of magical light, which appear in the sky during the spring and fall equinoxes and are thought to mark Cormorant's passage from one end of the Kingdom to the other as he travels to wake the spirits with the turning of the seasons.   THE REAPER PENDANT
Unique, active, associated with the Reaper and Fate
A distinct necklace of black stone shot through with a flaw of golden crystal, the Reaper pendant is a defining item that connects the Reaper to the god they serve. It allows them to communicate directly with Fate, as well as acting as a conduit through which the Reaper can access the god's power.   THE REAPER JOURNAL
Unique, atmospheric, associated with the Reaper
Kept in the royal library at Darkmere, the Reaper Journal is a small and worn book filled with entries by many individuals from the Reaper line. Though the book isn't overtly magical, it's suspiciously durable for its extreme age and seems to appear and vanish as it pleases in what's otherwise an immaculately maintained library.   THE RED BLADE
Unique, active, associated with the Reaper
The trademark weapon of the Reaper, the Red Blade is a magical dagger with the ability to send a mortal soul directly to the afterlife without the assistance of one of Siarus's servants. It can be called or dismissed at will by the Reaper, and is used primarily for the purpose of dispatching the fate-dead who otherwise have no clear way of reaching the afterlife.   THE RED-LEAF CROWN
Unique, passive, associated with the Wave Walkers
The ancient crown of the Wave Walker elves, carved from dragonbone and said to be a gifted to them in ancient times by the dragons who once lived in Fyrenstone Shard. It passively ties the ruling king or queen to the land, imbuing them with the ancestral strength of their people and bonding them in some unknown way to Red Shadow, the ancient Freed Spirit that protects the Blood Valleys.   SERAPHIM
Unique, atmospheric, associated with Darius Seraph
Also known by the name 'Char', Seraphim is an aptly named sword currently in the possession of Darius Seraph. Of elven origin, it's superbly crafted as a light and well-balanced weapon; more importantly, its blade is infused and edged with the Seraph-specific substance known as truesilver. This permanent truesilver addition means that the sword is uniquely capable of damaging spirits and magical beings, and also gives it the ability to disrupt or outright dispel magical wardings and incoming spells.   THE SOULBINDER CHAIN
Unique, atmospheric, associated with Freed Spirits and Nycto
An ancient chain made to bind a Freed Spirit, the Soulbinder Chain was made out of powerfully enchanted silver and was thought to be blessed by Siarus. It was being used to chain a Freed Spirit called Nycto in the Well of Souls of Iram Shard until it was destroyed by Llir ap Lugh as part of his bargain with the spirit.   SWORD OF AVALON
Unique, atmospheric, associated with Arthur Pendragon and the Lady of the Lake
A powerful sword crafted from a shard of a fallen star, given to Arthur Pendragon by the Lady of Avalon. It was said to shine with cold light when drawn from its sheath, cutting through magical wards and the hardest materials with ease. Though the ruling House of Pendragon in Lyonesse has a sword that's said to be the fabled Sword of Avalon, whatever magic it once possessed seems to be long since extinguished.   THE TETHER
Unique, atmospheric, associated with Kar'kess
Derogatorily referred to by the naga Kar'kess as his leash, the Tether was a carved stone obelisk crafted by the Bull Reaper as the anchor for a powerful binding spell; it kept Kar'kess magically confined by only allowing him to stray a set distance from its location. The Tether's magic was permanently dispelled by Artemis Hunter as part of his bargain with the naga.
PLEASE NOTE:
This article is a constant work in progress, and will continue to change and evolve alongside the world.

Basic Format

ITEM: The item in question, as it's commonly known.   CLASSIFICATION: Whether an item is generic or unique, as well as whether it's passively, actively, or atmospherically magical.   ASSOCIATED WITH: The known owner of specific artifacts, or the types of people who most commonly use generic items.

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