Relics & Artifacts

The primary motivator to get crazy people like us off our rocks and out in the black is the promise of magic. It comes in all shapes and sizes, and you don't need to risk your life at a Catalyst to get a piece of it. Artificers have been making magic items for millions of years, and they're scattered across the cosmos. Some are still being produced today.   You'll hear all sorts of terms thrown around, so let's set the record straight. I'll explain the difference between a relic, an artifact, and an eldimagus. Ready?   Relics are magic items completed with a specific purpose. Rings of invisibility, a scrying mirror, or an animated bird that can deliver messages all count as relics. It doesn't matter how old they are. If you make a bracelet that gives you edge when stealthing that's a relic.   Artifacts are powerful relics that cannot be reproduced. They are singular creations.   An Eldimagus is a living magic item, ones that grow with us as we go from Catalyst to Catalyst. Once an elidmagus reaches its full potential it becomes sentient, and more a more powerful eldimagus such as an ancient ship is usually a lot smarter than we are. Every spellweapon and spellarmor is an eldimagus.   Below you'll find a list of the items I have personally catalogued, but there are far, far more items out there than could ever be found, I think. Every time I think I've traced history back to the original godswar I realize there are still millions of years to go, across countless galaxies.   That's a lot of loot.      

Relics

  Relics are the least expensive magic items, and the most readily available. They range in power from conveniences to dramatic combat enhancements. Relics do not gain power from going to a Catalyst. Their abilities are fixed, and cannot be changed later.           Lesser Ring of Enhancement   Effect: +1 to chosen attribute   Cost: 14,000 credits   Description: While worn the ring provides a +1 bonus to a specific attribute chosen at the time of creation. This bonus cannot raise an attribute higher than racial maximum.   Only one ring of enhancement can be worn for a specific attribute. The ring's appearance vary based on the type of bonus, and can be either garish or understated as the purchaser prefers.         Ring of Enhancement   Effect: +2 to chosen attribute   Cost: 28,000 credits   Description: While worn the ring provides a +2 bonus to a specific attribute chosen at the time of creation. This bonus cannot raise an attribute higher than racial maximum.   Only one ring of enhancement can be worn for a specific attribute. The ring's appearance vary based on the type of bonus, and can be either garish or understated as the purchaser prefers.         Greater Ring of Enhancement   Effect: +1 to chosen attribute   Cost: 84,000 credits   Description: While worn the ring provides a +1 bonus to a specific attribute chosen at the time of creation. This bonus can raise an attribute higher than racial maximum.   These rings are highly sought after, and a mark of status for most adventurers. If you see someone sporting one or more greater rings they're generally given a wide berth at the bar.   Only one ring of enhancement can be worn for a specific attribute. The ring's appearance vary based on the type of bonus, and can be either garish or understated as the purchaser prefers.       Master Ring of Enhancement   Effect: +2 to chosen attribute   Cost: 300,000 credits   Description: While worn the ring provides a +2 bonus to a specific attribute chosen at the time of creation. This bonus can raise an attribute higher than racial maximum.   These rings are incredibly rare, and generally made to order. The cost is a formality. Finding an artificer who can craft such an item is the real problem. The truly rich often own several.   Only one ring of enhancement can be worn for a specific attribute. The ring's appearance vary based on the type of bonus, and can be either garish or understated as the purchaser prefers.       Ring of Dodge   Effect: +1 to dodge, cannot go higher than cap   Cost: 28,000 credits   Description: While worn the ring provides a +1 dodge. This bonus cannot exceed the user's maximum dodge.       Greater Ring of Dodge   Effect: +1 to dodge, can go higher than cap   Cost: 96,000 credits   Description: While worn the ring provides a +1 dodge. This bonus can exceed the user's maximum dodge.       Ring of Brace   Effect: +1 to brace, cannot go higher than cap   Cost: 28,000 credits   Description: While worn the ring provides a +1 brace. This bonus cannot exceed the user's maximum brace.       Greater Ring of Brace   Effect: +1 to brace, can go higher than cap   Cost: 96,000 credits   Description: While worn the ring provides a +1 brace. This bonus can exceed the user's maximum brace.       Ring of Skepticism   Effect: +1 to skepticism, cannot go higher than cap   Cost: 28,000 credits   Description: While worn the ring provides a +1 skepticism. This bonus cannot exceed the user's maximum skepticism.       Greater Ring of Skepticism   Effect: +1 to skepticism, can go higher than cap   Cost: 96,000 credits   Description: While worn the ring provides a +1 skepticism. This bonus can exceed the user's maximum skepticism.       Pratt's Glasses of Dreamsight   Effect: Perceive a sleeper's dreams when looking at them.   Cost: 7,000 credits   Description: Glasses of Dreamsight, or Pratt's Goggles as they are often referred to, allow the user to perceive someone's dreams simply by looking at them. They also grant 1 dream resistance, and edge when attempting to recognize illusions.         Channer's Predictive Scope   Effect: +1 AP, + 1 Accuracy   Cost: 2,000 credits   Description: Channer's predictive scope is a newer relic that has taken over the rifle market. Lightweight, affordable for a relic, and it literally tells you where your target is going to be. The scope harnesses fire ruby lenses, and the feathersteel barrel contains primal dream.         Channer's "Roughing It" Tent   Effect: Allows access to a fully furnished 5 x 5 meter extra-dimensional space   Cost: 9,000 credits   Description: When out in the field using his scope Channer liked to be comfortable. He created a tent that weighs less than a kilo. When you open the flap you gain access to a fully furnished room with whatever you feel like stocking it with.   The room has no weight, so you can store gear, treasure, yourself, or whatever else you'd like. If the tent flap is destroyed you're trapped though, so keep it well back from that camp fire.         Mountable Void Pocket   Effect: Allows access to a 2 x 1 x 1 dimensional space   Cost: 19,000 credits   Description: Every adventurer wants a void pocket. All of them. Every. Last. One. I'd like six, please. Void pockets can be mounted to any item able to support it. That can be a spell weapon, spellarmor, your (magic) backpack, your (magic) toilet, or any other magical material. You'll need an artificer to mount it, but once in place you have permanent access to a pocket no one else can see, touch, or access. How cool is that?            

Artifacts

      Mirrorshard of Shaya   Effect: Allows the user to scry the current moment in any location they have previously been to.   Description: Mirrorshards are hideously rare, and come from the Mirror of Shaya, one of the greatest scrying artifacts to ever have existed. After it shattered some of the shards were recovered, and they allow non-mages to view distant locations.   The user makes a flame reading + intuition check DT 2. If the area is warded its strength adds directly to the DT check.         Pattern Inducer   Effect: Allows the artificer to imprint a primal with a specific pattern.   Description: The Pattern Inducer is an exceedingly rare godswar artifact from a time when gods mass produced followers from primals. The inducer alters them to a specific form, chosen by the caster. It is most famously used in the Confederacy by Shaya to to enslave Ifrit, a practice that earns them no end of animosity with the Krox.            

Notable Eldimaguses

    As mentioned above every piece of spellarmor or spellweapon is an eldimagus, but those are nascent. Untyped. Not fully developed. After you bring them to a Catalyst they become far stronger, and once they've fully realized they can become gods in their own right.   I present some of the most famous Eldimaguses in the sector.       Narlifex- the Black Blade of Xal'Aran   Damage: 8 Physical + 5 Void + 2 Fire + Spell   Accuracy: 4   Range: 2   Limit: 9   Defense: Brace   Narlifex began as a simple one-handed medium spellblade taken off the corpse of a man who died a few paces from the man who became Xal'Aran, the feared demon prince, and hound of Xal. He carried the blade into the Skull of Xal, and into a fire Catalyst hidden somewhere in the umbral depths. It takes of Virkonna's air magic, and Marid's water.   The weapon is fully sentient, and exists to kill on behalf of its master. Sounds like keeping a starving drake on a leash if you ask me.     Catalyzations     Touch of Xal- + 2 void damage on all attacks     Flame of Neith- +3 Accuracy     Wrath of Virkonna- The blade (or part of the blade) animate to attack separately. This attack is made using the wielder's dice pool. +1 range     Flame of Krox- +2 fire damage on all attacks     Greater Touch of Xal- +3 more void magic on all attacks         Ikadra, Key to the First Spellship   Damage: 6 Physical + Spell   Accuracy: 2   Range: 2   Limit: 9   Defense: Brace     Ikadra is a long golden staff with a sapphire near the tip, and is owned by Lady Voria of the Spellship. The staff seems worthless, if we're being honest. He's not much more than a standard spellstave, and he does give you the same +1 to brace that a spellstave does. So why he is under notable eldimaguses?   Ikadra can cast immensely powerful spells from a pool the caster has previously stored. In addition, Ikadra all amplifies any spells cast while holding him. Casters automatically gain edge when casting, and double the effect of any spell, where doubling makes sense. Ikadra also reduces the casting cost of all spells by 2.     Catalyzations   He won't tell me. =(           Davidson's Tank   Defenses: Brace 6, Dodge 4, Pilot's Skepticism   Hit Points: 250   Armor: 12   Resistance: 10   Damage: 12 + Spell, or based on ammo   Accuracy: 2   Range: 18   Limit: 3   Ammunition: Spell, Explosive Shells   Effects: Fits up to 3 crew   Speed: 12   Velocity: 2     Davidson's tank began as a standard Inuran Mark III, but after fighting on Marid where he received water magic, it began to distinguish itself in battle. The tank is faster than most tanks, and much more nimble, a gift from the water goddess.   Its armor isn't much tougher than a standard tank, but the resistance is a lot tougher, and that insulates the pilots against any number of nasty spells. The tank is larger than a standard Mark III, and glows with intense blue water magic. If you see it on the battlefield I'd advise you to be elsewhere.

Comments

Please Login in order to comment!
Powered by World Anvil