12 Magic Items for the 12 Days of Christmas

Io Saturnalia, Sodales! I’m a big fan of magical items (what can I say, I’m a Verditius at heart) and think that two areas related to this that are sort of lacking in Ars 5e are awakened items (the rules in RoP:M are great, but don’t get much love overall) and legendary magic items (not fairy or relics, actually magic items).

So for the next 12 days I’m going to be posting a legendary item every day. Each one is an awakened item made using the RoP:M character creation rules at the ‘legendary’ power level – you’re not dealing with the average enchanted item anymore! Along with the character itself is a description of the item and a ‘where is it now?’ section giving some suggestions for where the item might have gotten to and some hooks for the item.

Keep in mind each of these items is a character, not just a mindless enchanted item, and should be treated as such. They could even make an unusual familiar for a magus.

Table of Contents:

  1. Dyrnwyn, the Flaming Sword of Rhydderch the Generous
  2. Gwyddbwyll, the Prophetic Chessboard
  3. Andavarnaut, the Cursed Magic Ring
  4. Babr-e-Bayan, the Impenetrable Armour of Rostam
  5. Fail-Not, the Bow of Tristan
  6. The Tarncape, the Cloak of Sigurd
  7. Galatea, Magical Statue of Pygmalion
  8. Patruulus, a Ring of Verditius
  9. Durendal, the Sword of Roland
  10. Sharur, the Talking Mace of Ninturna
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Nice!

Awaiting what you make of Excalibur/Caliburn.

No Excalibur I'm afraid (I'm of the opinion that anything given to someone by a Lady of the Lake is more likely to be a fairy item than a magic one. Fairy items are another project idea I might get around to at some point...) but some of the 13 treasures of Britain will make an appearance.

The first post tomorrow will be Dyrnwyn, the magical flaming sword of Rhydderch Hael.

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Listen, strange women lyin' in ponds distributin' swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony.

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Dyrnwyn

(Note: as with many legendary objects the details vary depending in the source. Creative liberties have been taken to make the item work better as an awakened item, though the description is generally in line with mythical descriptions of the item. Dyrnwyn is first described in the prose story Culhwch and Olwen.)

Dyrnwyn the white-hilted is one of the fabled thirteen treasures of Britain. The sword is said to have been forged by the mage-smith Gofannon and given to Rhydderch the Generous, a true Christian king of Britain in the days of Arthur. Rhydderch was descended from the Roman emperor Magnus Maximus (known to the Britons as Macsen Wledig) and it was he who fatally defeated Gwenddolau ap Ceidio, the cumbric king who was served by the enchanted chessboard Gwyddbwyll.

Dyrnwyn has the magical power to know the character of whoever touches it. It favours those of Kind and Strong character and disdains the Greedy and the Envious. When wielded by a worthy man the blade leaps with magical fire. If the wielder is of weak character the blade will remain inert. If a greedy or envious man tries to use the blade the very touch of it will burn his flesh.

Famously Rhydderch was known as ‘the Generous’ because he would offer the sword to anyone who admired it, but no man was ever sure enough of his own right character to dare take it for if the sword did not alight then all would know them to be a lesser man.

Magic Might: 9 (Ignem)

Characteristics: Int +2, Per +2, Pre 0, Com -2, Str +1, Sta 0, Dex 0, Qik +2

Size: -1

Season: Summer

Virtues and Flaws: Magic Thing

Magic Qualities and Inferiorities: Greater Power; Personal Power x2; Improved Soak x5; Gift of Speech; Reduced Might

Personality Traits: Sword* +3, Judgemental +3, Theatrical +2

Combat: n/a*

*Dyrnwyn never moves of its own accord, and can only act in combat if wielded by another character

It has the following statistics as a long sword of exceptional quality: Init +4, Atk +6, Dfn +3, Dam +8

Soak: +10

Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13–16)

Fatigue Levels: n/a

Abilities: Concentration (Combat) 9, Arthurian Britain Lore (Alt Clut) 2, Penetration (Ignem) 5, Folk Ken 4, Common Britonnic (Cumbric Dialect) 5, Latin (Insular) 4

Powers:

Know the Heart and Mind, 0 points, Init -1, Mentem

R: Touch, D: Momentary, T: Individual

This power allows Dyrnwyn to thoroughly probe the mind of the person holding it. Through this power it can tell their strengths and weaknesses and judge them accordingly.

(InMe 30, as per Peering into the Mortal Mind )

Blaze of Glory, 0 points, Init -1, Ignem

R: Personal, D: Concentration, T: Part

This power allows Dyrnwyn to blaze with light and fire. The fire is contained to the area directly around its blade and will never harm the sword or its wielder. The fire itself is as hot as red-hot metal. It increases the damage of the sword by +10 and anything even mildly flammable (such as leather or wet wood) struck by it is instantly set alight.

(CrIg 25, Base 10, Conc +1, Part +1, +1 Does not harm wielder)

Punish the Grasping Hand, 0 points, Init +1, Ignem

R: Personal, D: Concentration, T: Part

This power allows Dyrnwyn to make its hilt become hot enough to boil water. Anyone holding it without protection suffers +5 damage to their hand and a further +5 damage for each round they attempt to hold on to it.

(CrIg 10 Base 4, Part +1, Concentration +1)

Vis: 2 Ignem

Appearance: Dyrnwyn is a sword of burnished iron of an archaic design. Its hilt is made of purest silver, almost so bright as to be white, and fashioned in the shape of a human figure. If it chooses to the sword can speak from the mouth of this anthropomorphic figure.

Where is it now?

Rhydderch the Generous died without issue and the blade passed along with his kingdom into the hands of other powerful men in the Old North. His kingdom of Strathclyde did not long outlive him and soon the blade was truly lost. Seekers of the order have four main theories as to where it might have gone:

First, it may be buried in the tomb of one of the kings of the fallen kingdom of Strathclyde in what is now the Scottish borders.

Second, certain stories suggest that at some point the king of Strathclyde may also have been king of the Picts. It may be that the sword remained in Pictish hands and fell into the hands of the Gruagachan of Scotland. If so it may be kept in secret by them still, or else it might have been captured during the Spider war and moulders in the vault of some lost covenant of Stonehenge.

Three, it was carried of by norsemen in one of the many raids on Strathclyde in the Viking age. This would mean the blade is somewhere in the far north, perhaps in the hands of the order of Odin.

Last, and perhaps most curious, is the idea that the blade may somehow have found its way out of the British Isles and onto the continent. Some stories speak of Flambeau wielding a flaming sword at times, though its origin is never mentioned and it appears only in scattered accounts. Perhaps the founder came across the blade and found in it a kindred spirit? If so finding the blade means seeking after the ultimate fate of Flambeau himself…

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Gwyddbwyll, the Chessboard of Gwenddolau ap Ceidio

(Seeing as it's mentioned in the description of Dyrnwyn I figured I'd post the magic chessboard Gwyddbwyll today. If you're wondering how to pronounce that so would anyone who isn't welsh - it's very roughly Goo-ith-boo-ill (with "ll" being a voiceless alveolar lateral fricative, a sound not found in English phonology, I recommend a quick google or just pronouncing it "th" if you can't be bothered. It's the same sound as the beginning of the name Llywelyn).

The magical chessboard Gwyddbwyll is one of the thirteen treasures of Britain. It was originally owned by a Brythonic king in the old north, what is now the Scottish borders, who legend claims was at one time advised by Merlin himself. Many in the Order of Hermes believe because of this that the chessboard was enchanted by Merlin. Gwyddbwyll, when it occasionally cares to speak on the topic, disdains the notion – referring to Merlin by such as shocking pejoratives as “that mad bard”, “the babbling hermit”, or simply “the fool”.

Gwyddbwyll can move the pieces on its board by itself and speak through the mouth of any of them.

Gwyddbwyll is a clever and insightful being with a very clear-sighted (if cynical) view of the world. Playing against it (it can move the pieces on its board, and can often be seen playing against itself when there is nothing else to do) is often an instructive experience in more than one way. For one thing the board is, unsurprisingly, a good chess player, but more importantly it will often use the game as a metaphor, giving advice through the way it plays and how the other player reacts.

Even just watching Gwyddbwyll can be an interesting experience for it has great foresight and seems to possess an awareness of events far outside the limited interactions it has directly with people. Those with the right mindset watching the board play out games against itself will notice that sometimes the games seem to reflect real events. It is said that king Gwenddolau always played the silver side in games. Just before the fatal battle that ended his kingdom Gwyddbwyll played out a game in which the silver side was defeated with the king slain…

Magic Might: 10 (Mentem)

Characteristics: Int +2, Per +4, Pre +1, Com 0, Str -3, Sta +1, Dex 0, Qik -2

Size: -3

Season: Autumn

Virtues and Flaws: Magic Thing; Great Perception; Divination and Augury

Magic Qualities and Inferiorities: Minor Virtue; Lesser Power; Major Virtue; Gift of Speech; Improved Abilities x4

Personality Traits: Gameboard +3*, Cryptic +3, Enjoys Contests of Wits +2

Combat: n/a, it takes damage as a normal chessboard and has no means of defence. Consider it to have a defence of 0.

Soak: 0

Wound Penalties: –1 (1–2), –3 (3–4), –5 (6–7), Incapacitated (8–9)

Fatigue Levels: n/a

Abilities: Divination and Augury (Ludomancy) 13*, Arthurian Britain Lore (Hen Ogledd) 4, Order of Hermes Lore (Diedne) 2, Folk Ken (Nobles) 4, Guile 2, Intrigue (Plotting) 3, Leadership (Combat) 3, Teaching (Leaders) 4, Welsh 5, Latin 5, Concentration (Powers) 2, Finesse (Terram) 3, Penetration (Divination) 4

*Gwyddbwyll can use this ability to perform divination as described in The Mysteries: Revised. However, this is not actually hermetic divination (just a similar ability) and he cannot teach the ability to hermetic diviners. His variant, Ludomancy, uses the playing of games of chess with random moves to perform the divination and has a bonus of +3 to “Kingdoms” and +5 to “Battles”.

Powers:

Motion of the Pieces, 0 points, Init -6, Terram

R: Sight, D: Concentration, T: Individual

This power allows the board to move small non-living objects in its vicinity, usually (ut not limited to) the pieces of the game. This is very similar to a longer ranged Unseen Arm effect.

(As per Unseen Arm +1 magnitude for sight range, ReTe 10)

Vis: 2 Mentem

Appearance: Gwyddbwyll is a gameboard carved from hazel wood in an archaic style. On it rest two sets of game pieces fashioned to look like two opposing armies. One set is made of silver and the other of red gold.

Where is it now?

Gwyddbwyll passed through the hands of several kings and magicians in Britain, highly regarded for its prophetic powers. At the time of Pralix’s arrival in Britain it was in the hands of a Northumbrian rune wizard and was of great use to the forces of Davanallus. In the aftermath of the Spider’s war it fell into the hands of house Deidne and was for many years housed in the Nameless Covenant.

It was captured during the schism war and placed in the care of the magi of Ungulus in the north of the Stonehenge tribunal. It remains there to this day as far as anyone is aware, although the Tremere magi of Blackthorn have made several attempts to acquire it in the past. As Ungulus slides into the tail end of its winter it remains to be seen what the fate of Gwyddbwyll will be.

(note: the actual game played by Britons in sub-Roman Britain would not have been chess, which is a later import. The chess-like game that was played at the time has an unknown ruleset, as no source ever explained how it was played. We do know it was played with two sides of roughly equal numbers of pieces, but not much else. Assume in 1220 Gwyddbwyll knows how to play chess or any similar game).

I cannot see how a board can have leadership. On the other hand I would have given him more Britain lore, something like 6. Or maybe lore of the realms?

Why the Sight range nseen arm? Voice or touch should be enough, no?

Well it is sentient so it certainly can learn leadership, and it was owned for its early existence by a series of kings in a period of near constant warfare, often giving advice about war and hearing their musings on the topic. Keep in mind Leadership is used in Ars for tactics as well as actually leading men.

However, it can't move so it is also restricted in how much it can learn. Divination can reveal many facts but grants no xp (except maybe exposure) about the things you are divining, so all its knowledge abilities are gained from what it's owners have told it over the years. It's a chessboard so it hasn't ever been outside of a few rooms it was kept in.

The sight range on the power is just because there were some points left over.

You could also tweak it if you want a different set of knowledge - a single point off the divination ability would free up a good chunk of xp to redistribute to various lores.

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The way it was worded I assumed it did not give advise per se, but foretell you want would happen if you did this or that. So, tactics was not really how I read your original text, but I could be wrong easily :slight_smile:

Given how it knows a lot of stuff, I would give the board a peering into the mortal mind power. It would allow it to milk the brain of the leaders he is playing against to gain knowledge of events outside his room, and five advise on topics it has no right to know about given his own experiences. A high penetration would be needed for this if it needs to overcome division be or magic resistance.

In my case it is a cool item and inspiring to use in a saga. It can even act as a non interventionist adviser for young magi that have no idea of what it really is, for example.

The "real" Gwyddbwyll (as in the item called that in folklore) is just a chessboard that can play against you, the divination and advice aspect is because in several arthurian stories (Chétrien de Troyes' Perceval is the first one that comes to mind) games of chess are used as to foreshadow future events, or to reveal information to heroes sometimes in a dream.

So I've sort of combined the 'tell the future through chess' thing with the 'chess board that plays itself' to have it be a more active adviser character (which seems more fun to have in a saga to me).

It could definitely work as an item with more "mind reading" type powers and less emphasis on the divination, but I had already written up a few items with mental powers and didn't want to keep using the same thing over and over.

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Andvaranaut

The inspiration for Wagner and Tolkein, Andvaranaut is a magic ring crafted by the dwarf Andvari to bring him great wealth. When Loki tried to take the ring from him he cursed it so that whoever possessed the ring would never get anything but misery from it. Loki quickly passed it on to the dwarf-king Hreidmar. Fafnir took it from Hreidmar and was in turn slain by Sigurd who gave it to Brunhilde, and from her it passed on to queen Grimhild of the Nibelungen and hence back into mortal hands.

The ring is a wicked thing, tainted by evil and with a cruel character. It can create or find wealth of many types, including gold and vis, making it a tempting prospect. Those who try to use it, however, are doomed to suffer the curse of the ring and have all their ventures come to ill ends.

The infamous Verditius curse-maker Himnis the Mad once owned Andvaranaut but seems to have resisted the temptation to use the ring instead only studying it.

Magic Might: 3 (Terram)

Characteristics: Int +3, Per +1, Pre +1, Com 0, Str -1, Sta 0, Dex -3, Qik +2

Size: -12

Season: Summer

Virtues and Flaws: Magic Thing; Tainted with Evil; Tainted Treasure*; Blatant Magical Air; Hatred

*All wealth generated by using Andvaranaut acts as tainted treasure as described in RoP:tI

Magic Qualities and Inferiorities: Lesser Power x3; Minor Flaw x2; Major Flaw; Improved Powers; Ritual Power x2

Personality Traits: Magic Ring +3*, Spiteful to Wearer +6, Insidious +3

Soak: +0

Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4+)

Fatigue Levels: n/a

Abilities: Penetration 5, Intrigue 8, Guile 4, Folk Ken 4, Charm 3

Powers:

Sound of the World Below, 0 points, Init +0, Terram

R: Touch, D: Concentration, T: Individual

This power allows the wearer of the ring to hear through dirt and stone as if it was not there. This has applications for eavesdropping, but more importantly can be coupled with the power The Ring of Gold.

(Base 20 +1 Touch +1 Concentration)

The Ring of Gold, 0 points, Init +1, Terram

R: Touch, D: Diameter, T: Hearing

This power allows the wearer of the ring to hear a ringing sound from a certain earthy material chosen when the power is activated – gold, silver, and gemstone are common selections.

(Base 2 +1 Touch +1 Diameter +3 Hearing)

Whisper of Vis, 0 points, Init +1, Vim

R: Touch, D: Diameter, T: Hearing

This power allows the wearer of the ring to hear a whispering sound coming from any vis within hearing range.

(Base 1 +1 Touch +1 Diameter +3 Hearing)

The Bearer of the Ring, the Wearer of the Ring, 0 points, Init -10

R: Touch, D: Special, T: Individual

This power represents the personal aspect of the ring’s curse. It inflicts a unique curse equivalent in magnitude to a major flaw (just like a Greater Malediction ) with the specifics chosen by the ring to cause as much harm to the wearer as possible. This power can only ever be used on one person at a time – if a new person acquires the ring and is cursed the former owner is freed.

A person under the influence of the curse can be subtly influenced by the ring. The storyguide should provide advice to the character in a similar way to the Common Sense Virtue, except that the advice serves the ring’s agenda, not that of the character. There is no compulsion to follow this advice.

Vis: 1 Terram

Appearance: Andvaranaut has a fairly plain appearance. It is a finely made gold ring without a stone and is engraved with norse runes representing wealth and vision.

Where is it now?

Having passed through a series of legendary owners and into the hands of the Nibelungen, for a time the ring passes from history. It is next seen again in the hands of Himnis the Mad, the founder of the Verditius tradition of curse-makers. After the death of Himnis the ring once again seems lost – is it in the hands of one of his pupil’s hermetic lineages, is it hidden in one of the legendary caches of the mad magus, or has it passed out of Verditius hands entirely?

For ideas relating to Himnis the Mad see Sub Rosa #17.

Alternative Versions: Andvari’s gift sits at the crossroads of magic, faerie and infernal. It could work equally well as a dark faerie in the shape of a ring which feeds off of the misery inflicted on its owner, or as a demonic ring whose purpose is to lead whoever owns it to a cruel fate through their own greed.

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Babr-e-Bayan, the Armour of Rostam

Babr-e-Bayan is the magical suit of armour worn by the Persian hero Rostam. It is immune to fire, water, and blades. It is fashioned from the skin of a feathered dragon slain by Rostam, having the appearance of a leather jacket and hose covered in strange feathers. The armour is over 1000 years old and world-weary but can be roused to vigour by a wearer who is both pure and valiant.

It has a deep-seated hatred of betrayal and still mourns the death of its friend and first bearer, Rostam, though he has been dead for a thousand years and more. Much of Babr-e-Bayan’s time when not in battle is spent silently mourning the passing of the days of its creation and the culture and faith of his first owner and friend.

It cannot speak but is able to move itself somewhat. When worn this movement is not strong enough to overpower the wearer, but can be felt by them. A willing wearer may allow Babr-e-Bayan to guide their movements if they wish.

Magic Might: 10 (Auram)

Characteristics: Int 0, Per -2, Pre +1, Com 0, Str +1, Sta +4, Dex +2, Qik -3

Size: 0

Season: Autumn

Virtues and Flaws: Magic Thing; Magical Friend; Great Stamina; Lost Love

Magic Qualities and Inferiorities: Personal Power x3; Lesser Power; Improved Powers; Improved Soak x10; Minor Flaw; Decreased Abilities x4

Personality Traits: Armour* +3, Valiant +3, Noble +2, Hates Betrayal +6

Combat:

Dodge: Init -3, Attack n/a, Defense +8, Damage n/a

Soak: +24

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)

Fatigue Levels: n/a

Abilities: Area Lore (Ancient Persia) 5, Leadership 5, Awareness 6, Etiquette 4, Dominion Lore 4, Magic Lore 4, Faerie Lore 3, Infernal Lore 4, Zoroastrian Theology 3, Survival 4, Brawl (Dodging) 5, Middle Persian (North-Eastern Dialect) 5

Powers:

Immune to Fire, 0 points, Init -6, Ignem

R: Personal, D: Sun, T: Individual

This power is constant and renders the armour and its wearer immune to any fire which would cause less than +15 damage. Against stronger fire they gain an additional +15 soak.

(as Ward against Heat and Flames ReIg 25 -1 magnitude to bring it down to personal range, +1 for constant effect)

Protection from Drowning, 0 points, Init -5, Aquam

R: Touch, D: Sun, T: Part

This power transforms water in the vicinity of the armour and its wearer to transform into breathable air. For the duration the wearer can breath underwater, and is not effected by the water around them (as they are contained in a bubble of air that moves with them) meaning they do not float, cannot swim in the water, and can move at full speed unimpeded by it. Activating this power in deep water is inadvisable as the wearer will then fall through the water as if air, which may cause severe injuries depending on how far up in the water they are.

(as Lungs of the Fish MuAq 20)

Bladeward, 0 points, Init -6, Terram

This power is constant and prevents any metal object from striking the armour. Weapons not made of metal such as a wooden club act as normal.

(ReTe 30: base 15, Sun +2, Constant +1)

Vis: 2 Auram

Appearance: Babr-e-Bayan is a suit of leather that covers the legs, torso, and head (with a tight fitting hood) covered from top to bottom in long thin feathers of dark green and black hues. This gives it an almost hairy appearance from a distance. It is fairly loose, designed to be worn over a padded suit of armour, so characters of size less than +1 must wear armour or padding underneath to make it fit (it is too small for characters size +2 or more).

Where is it now?

After the death of Rostam Babr-e-Bayan passed through the hands of several great warriors in service of the Parthian empire and later fell into the hands of the rulers of the Sassanid dynasty. It was worn by Yadzegerd III, last ruler of the dynasty. After his disastrous defeats at the hands of the arabs he took refuge in Merv, but was murdered by a miller whose house he sheltered in at the behest of Mahoe Suri, the ruler of Merv. This act of regicide was reviled and Mahoe was cursed by both Zoroastrian and Christian clerics. His reign was always troubled from then on and he was eventually killed during a revolt in Khorasan.

After this the armour fell into the hands of a lineage of mobeds who preserved it as a sacred relic. However, they never dared to use it to openly fight against the muslims who were an increasingly large majority. Thus the armour mouldered in obscurity, and greatly reduced in might due to acclimation. Luckily it was hidden in a cave with a mild magic aura, preserving some of its power.

With the Mongol invasion of Khwarezmia the last of this lineage of mobeds has fled into the west. Perhaps they will finally decide to use the armour? Perhaps they will be killed or captured and it will fall into other hands? Or, perhaps they will seek out a true hearted champion worthy of bearing the legacy of Rostam?

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Fail-Not

The bow of Tristan, which never misses its target - be it man or beast. It was fashioned by Tristan from elm wood taken in the forest of Morois, a remnant of the primordial magical forest which once covered Britain.

Fail-Not is a wild thing, thinking only of the hunt and battle. It seems to live only to test and exercise its skill and anyone who wields it will have to vie constantly with the bow for control. Still, for those who can master it the bow is a powerful object, able to strike down foes with deathly accuracy even in the hands of an unskilled user.

Magic Might: 6 (Herbam)

Characteristics: Int -2, Per +3, Pre +1, Com -3, Str +2, Sta -2, Dex +2, Qik +1

Size: 0

Season: Summer

Virtues and Flaws: Magic Thing, Overconfident, Affinity with Bows

Magic Qualities and Inferiorities: Greater Power x2; Lesser Power; Herbam Resistance; Improved Attack x3; Improved Abilities x3; Reduced Might x4

Personality Traits: Bow* +3, Braggadocious +3, Wants to be Wielded +6

Combat:

Bowshot: Init -1, Atk +12, Def +1, Dam +8, Range 30

Soak: +0

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)

Fatigue Levels: n/a

Abilities: Bows (Longbow) 12, Hunt (Forests) 4, Awareness (Targets) 4, Penetration (Herbam) 7, Herbam Resistance (Perdo) 4

Powers:

Strike Long, 0 points, Init -1, Herbam

This power is used by the bow on an arrow notched on it. The range increments of the bow when shooting this arrow are doubled, including the maximum range. This effect must penetrate the magic resistance of anyone struck by the arrow.

(ReHe 10*)

Strike True, 0 points, Init -2, Herbam

This power is used by the bow on an arrow notched on it. This arrow will strike the target without fail in a location chosen by the bow. If the spell penetrates their magic resistance roll an attack roll for the bow as normal but consider the target to have a defence roll of 0, so the shot can only miss if the attack roll botches.

Although the arrow is the spell target the wielder of the bow must also be able to detect the target of the shot. This is effectively equivalent to sight range. However, if an arcane connection to the target is attached to the arrow then the wielder does not have to be able to detect them, they must simply be within the maximum range of the bow.

(ReHe 25, Base 5*, Sight +3, Special Effect +1)

*These are based on the Yr rune magic guidelines in Thrice Told Tales. They are non-hermetic effects.

The Thrum of the Bowstring, 0 points, Init -1, Mentem

R: Voice, D: Conc, T: Group

This power is equivalent to the Guide power in RoP:M. It allows the bow to communicate with its wielder(s) for a single day after each use of the power. This influence should be represented by the storyteller providing advice as with the Common Sense virtue, except that the advice fits the agenda of the bow rather than the player.

The bow will use this power to try and influence anyone near it to make use of it – whether it be in sport, hunting, or war. A person using the bow may voluntarily submit to the bows guidance when shooting. If they do then use the characteristics and abilities of the bow itself for the attack roll, as if it was firing itself, but the bow not the player chooses the at whom and when it is fired.

Vis: 1 Herbam

Appearance: A rough-cut long bow of Elm wood. It is unassuming in appearance and could be mistaken for the bow of any yeoman.

Where is it now?

Tristan took the bow with him in exile in Brittany where he eventually died his tragic death. It is unclear what hands the bow passed through after this – in some tales Tristan had a son and perhaps he inherited Fail-Not – but what is certain is that the bow was known to be in the possession of house Diedne, specifically being held in their Domus Magna of Branugurix in Brittany. Several magi were slain by arrows loosed from Fail-Not over the course of the Schism war.

The final assault on Barnugurix ended with the regio entrance into the covenant closing with all the attackers and defenders left inside. None of the invading magi ever returned to tell the tale of what happened inside and the records of the original method of entering the regio are now found only in the secret records of house Guernicus.

It may be that Fail-Not remains within Branugurix, or if there were somehow any Diedne survivors (as is sometimes speculated by more paranoid magi) that they might possess it. Or, perhaps, it was taken as spoils earlier in the war and hidden away by a victorious magus – perhaps to keep it for themselves, or to remove the danger of it being used against magi again.

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Tarncape

A legendary magical cloak which can render the wearer completely invisible, allow them to transform into other shapes, increase their strength, and travel great distances very quickly. The Tarncape is much older than might first be thought – it originates in pre-roman Britain, where it was used as a weapon against Bran the Blessed. Later it is acquired by the Romans and eventually the Germans and its most famous owner, Sigurd. After Sigurd it would return to Brythonic hands and was one of the prized treasures of king Arthur.

The Tarncape will not grant its power completely to anyone who dons it. A wearer must prove itself to the cape, impressing it with might deeds. At first the cape will only allow a single power to be used by the wearer. However, if the cape has grown to respect the wearer it will eventually reveal new powers one by one as they are most needed. A warrior who has succeeded in gaining the complete loyalty of the Tarncape and is granted its full power is truly an awesome foe.

Magic Might: 8 (Imaginem)

Characteristics: Int –2, Per +1, Pre +3, Com –3, Str –2, Sta +3, Dex +2, Qik +1

Size: –1

Season: Summer

Virtues and Flaws: Magic Thing; Magical Friend; Shapeshifter; Fury*

*The Tarncape often flies into a berserk rage when it is confronted with a might beast, especially dragons (when it encounters a dragon the roll to resist fury has an ease factor of 12, not 9). If it botches and the wearer refuses to battle the beast the cloak may try to strangle the wearer in its fury.

Magic Qualities and Inferiorities: Greater Power x2; Lesser Power; Improved Abilities x5; Reduced Might x2

Personality Traits: Cloak* +3, Hates Magical Beasts +4, Demanding +3

Combat:

Dodge: Init +1, Attack n/a, Defense +1, Damage n/a

Cloak: Init +1, Attack +2, Defense +2, Damage –3

Soak: +3

Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13+)

Fatigue Levels: n/a

Abilities: Shapeshifter (One Form) 10, Concentration (Maintaining Powers) 10, Awareness (Ambush) 2, Magic Lore (Beasts) 2, Penetration (Imaginem) 1, Merovingian Lands Lore (Austrasia) 2, Arthurian Britain Lore (Arthur’s Court) 1, Pre-Roman Britain Lore (Wars) 2

Powers:

Cloak of Invisibility, 0 points, Init -2

R: Personal, D: Concentration, T: Ind

This power turns the cloak and its wearer completely undetectable by any sense. They cannot be seen, heard, smelt, tasted, or felt. This effect treats the wearer of the cloak as an extension of the cloak meaning both are affected for the duration and the cloak does not have to penetrate the magic resistance of the wearer if they possess any.

(PeIm 30, Base 10, Conc +1, Unusual Effect +3)

Cloak of Transformation, Special, Init +1

This is not a power per se, rather it as an explanation of how to use the Shapeshifting ability of the cloak. The cloak may shapeshift itself and the wearer as if they were one being, but the ease factor for the shapeshifting roll is increased by +6 (to 15) to represent the increased range and target. The shapes known to the cloak should be chosen to suit the needs of the saga.

Visage of Another, 0 points, Init -2

R: Touch, D: Concentration, T: Individual

This power allows the cloak to make its wearer appear like any other person. The quality of the illusion is dictated by how well the cloak knows the person being mimicked. The wearer may describe someone the cloak has never seen but the illusion is likely to be passable at best.

(MuIm 15, as per Image Phantom but Conc duration)

Leap of Sigurd, 2 points, Init -3

R: Touch, D: Momentary, T: Individual

This power allows the cloak and its wearer to be transported to any location they have an arcane connection to instantly. Each use of this power inflicts a point of warping on the wearer.

(ReCo 40, as Leap of Homecoming except Touch range)

Vis: One pawn of Imaginem and one of Muto

Appearance: A wool cloak of very fine quality which appears as if it was made only yesterday despite being ancient. It is embroidered with gold thread in intricately intertwining insular patterns. The cloak is fastened with a rope strung with the teeth of some sort of immense beast, perhaps a dragon. Each tooth is marked with runes invoking Nidhogg and Fenrir. The fastening rope does not match the look of the main part and is perhaps a later addition or repair

Where is it now?

The last well known owner of the Tarncape was king Arthur, who considered it one of his most prized possessions. It is though to have been carried away to Avalon with Arthur after the battle of Camlann. Centuries later after the founding of the order rumours began to surface that within house Merenita in the Stonehenge tribunal had found reliable passages to and from Annwn, the underworld of Brythonic myth, and from it had retrieved several lost treasures – the Tarncape among them.

Nothing was ever proven (unsurprising, considering the primary power of the cape is to hide itself and its wearer) but rumours still surface regarding the cloak at times. Three major theories are popular in the order in 1220:

  1. The cape remains in the hands of house Merenita. Circumstantial evidence suggests that the cloak may have been used regularly during the schism war in Stonehenge. Most people believe if so it was used to battle the Diedne, but darker rumours spread by the enemies of house Merenita have insinuated it may have been used to covertly aid house Diedne instead.

  2. The cape at some point (possibly early in the schism war) fell into the hands of house Diedne. Dark rumours suggest that Llewelyn, last primus of Diedne who vanished at the end of the Schism war, may have possessed the cloak.

  3. The idea that the cloak was retrieved from Avalon is a myth, and the cloak still rests with king Arthur. As no one can quite agree on where exactly Arthur’s Avalon was this could mean many places, but one especially interesting possibility is the isle of Man, which could explain why it has evaded hermetic seekers for so long.

Galatea

Legend says that the mythical king of Cyprus Pygmalion carved the statue Galatea from ivory and became besotted with the beauty of his own creation. On the festival of Aphrodite, patron of the island, he made offerings and prayed for a bride to match his wonderful creation. Touched by his devotion (and flattered by how much the statue resembled herself) the goddess favoured the king and gave life to the statue. They were wed and had many children each of whom went on to found one of the settlements on Cyprus.

Galatea would dispute this account. By her own account her creator, who she calls Pu’mayyaton, was only the governor of a city in Cyprus and was neither a Greek nor a devotee of Aphrodite. She refutes any notion that a goddess gave life to her, instead asserting it was through the magic of her creator himself.

However, she does bear a certain resemblance in both character and looks to Aphrodite. Opinions are divided over the implications of this. The common view is that the over-proud statue is simply lying about her origins and inventing tales to aggrandize herself and her husband. A more radical position proposed by some Merenitae is that the Olympian Aphrodite may in fact be derived from Galatea, such that the resemblance runs the other way.

Either way Galatea is an intriguing character. In theory a deep font of knowledge on the ancient world, she has a (mostly undeserved) reputation for embellishment which casts anything she claims into suspicion. Less obvious but perhaps more fascinating is just how alive she is – there are few people who would be able to spot she is in fact an awakened object without first being told. The most remarkable example of this is the fact that she can bear human children, whose only oddity seems to be minor magical blood.

It has been noted that Cypriot mundanes have a propensity for displaying magical blood similar to that of Galatea’s children when exposed to general warping, implying that much of the population of the island is a distant descendant of her.

Magic Might: 8 (Corpus)

Confidence Score: 2

Characteristics: Int +1, Per 0, Pre +5, Com +2, Str -1, Sta 0, Dex 0, Qik 0

Size: 0

Season: Winter

Virtues and Flaws: Magic Thing; Great Presence x2; Self-Confident; Venus’ Blessing; Improved Characteristics; Lost Love; Proud (Major); Entrancement; Affinity with Entrancement; Puissant Entrancement

Magic Qualities and Inferiorities: Minor Virtue x3; Major Virtue; Magical Meditation; Improved Abilities x3, Reduced Might x2

Personality Traits: Statue +3*, Matronly +3, Sensual +3, Proud +6

Combat:

Dodge: Init 0, Attack n/a, Defense +0, Damage n/a

Soak: 0

Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)

Fatigue Levels: n/a

Abilities: Entrancement (Men) 19 [21], Penetration (Entrancement) 6, Animal Handling (Horses) 2, Athletics (Running) 1, Awareness (Details) 2, Bargain (With Nobles) 2, Charm (Men) 6, Concentration (Entrancement) 2, Craft Seamstress (Silks) 2, Etiquette (Nobility) 5, Intrigue (Court) 5, Music (Composition) 2, Ride 2, Artes Liberales (Grammar) 2, Ancient Mediterranean Lore (Cyprus) 6, Magic Lore (Magic Things) 6, Order of Hermes Lore (Thebes Tribunal) 3, Dead Language Phoenician (Tyrian Dialect) 5, Ancient Greek (Cypriot Dialect) 5, Latin (Classical) 5, Greek (Constantinople Dialect) 5, Faerie Lore (Olympians) 2, Dominion Lore 1

Powers:

Entrancement

Galatea has great mastery over the supernatural ability Entrancement . She is not limited to the usual usage of the ability, but is able to increase the range, duration, and target of the effect. By default entrancement used eye, concentration, individual . Each increase in magnitude increases the binus to the stamina roll to resist the effect by +3, so increasing the effect to voice (+1) and group (+1) would add +6 to the target’s roll to resist.

See the Muspelli chapter of Rival Magic for more details on this, which is roughly equivalent to what a Muspelli can achieve via an Uitsetta ritual.

Vis: 2 Corpus

Appearance: Galatea is a statue in the classical Greek style, bearing a resemblance to the goddess Aphrodite. Her form is ivory white all over but in all other ways she appears a fully alive woman. She usually pigments herself with blushes, paints her hair etc. She has become extremely skilled at this over the years and with these colourful additions she is almost indistinguishable from a mortal woman.

Where is she now?

Galatea lived alongside her husband Pygmalion for the remainder of his life, bearing him many children. She remained on Cyprus after his death, overseeing her expanding family. At some point she tired of this and travelled to mainland Greece, living as the consort of kings or at times as a noblewoman. She continued to take husbands and bear them children during this time. She also spent some time in Sidon, Carthage, and Spain.

Much later, after the Roman conquest of Greece, she moved to Rome for some time. During this period she became acquainted with the cults of Mercury and Vulcan, and spent some time visiting magical sites including what is now known as the covenant of Verdi in Sardinia.

As the west fell into decline she returned to Greece and eventually ended up residing in Constantinople. During the founding of the order she was on friendly terms with Jerbiton, and may have had some influence over him. In the later period she became well known to the Jerbiton of Constantinople and at times was an inhabitant or patron of several covenants.

Since the sack of the great city she has left Greece once more, and is currently (though temporarily) resident in Valnastium as a guest of the Primus. However, her vocal opposition to the new Antigones faction of house Jerbiton means she may very soon outstay her welcome and have to seek shelter elsewhere.

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Patruulus, a Ring of Verditius

The founder Verditius’ greatest creations were 5 magic rings made using a fusion of his own tradition and rune magic, like nothing made before or since. These rings are almost mythical objects in the order and especially house Verditius. After the death of the founder the rings were lost the following item represents a single ring which has in the intervening time become an awakened item.

The ring was not awakened during the lifetime of Verditius and so has no special knowledge about his life or those times. However, it does seem to have somehow absorbed some information from before its awakening as evidenced by its score in Verditius Lore. The ring may see and speak out of the cameo face on its gem.

The ring is curious and enjoys learning. It is prone to introspection and has a particular interest in the nature of magical objects and awakened items. If it can it will try and get a magus to create an enchanted item for it which will allow it to read books more easily (e.g. something enchanted with an unseen hand effect).

Depending on the needs of a saga this item may already have been found by house Verditius, or it may be yet undiscovered. The name listed above assumes the former (Patruulus means “little uncle”). If the latter is the case it will not have a name when discovered.

The exact details of the item are left somewhat open here. Two greater powers and four lesser powers are listed. The Storyguide should choose one of the greater and two of the lesser powers for the ring to have and apply whatever mastery points are left. Each power is an effect which would be unusual or impossible to hermetic magi in 1220, based on rune magic guidelines.

Magic Might: 3 (Terram)

Characteristics: Int +3, Per +1, Pre +1, Com 0, Str -1, Sta 0, Dex +2, Qik -3

Size: -12

Season: Summer

Virtues and Flaws: Magic Thing;

Magic Qualities and Inferiorities: Greater Power, Lesser Power x2; Acclimation Prone; Improved Powers

Personality Traits: Ring +3*, Inquisitive +3, Appreciates Skill +1, Philosophical +3

Soak: +0

Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4+)

Fatigue Levels: n/a

Abilities: Latin (Hermetic) 5, Verditius Lore (History) 4, Artes Liberales (Geometry) 1, Philosophiae (Metaphysics) 7, Magic Lore (Magic Things) 4, Magic Theory (Enchanted Items) 2, Magic Realm Lore (Insulae) 1, Penetration 3, Concentration 2, Awareness 3, Order of Hermes Lore (House Verditius) 2

Powers:

The storyguide should choose one greater and two lesser powers from those listed below. The ring has 5 unspent mastery points (which can reduce the might cost by 1, improve initiative by +1, or add 5 xp to Penetration or Concentration) and will also be granted some depending on which powers are chosen. The number left over for each power is listed in the entry. Optionally, if the ring grows in power it might begin to display some of the other listed powers.

Greater:

My Wounds be Sealed, 4 points, Init -7

R: Wearer, D: Special, T: Individual

This power allows the ring to instantly heal all the wounds of anyone wearing it. However, the ring must be worn continuously for long enough that each wound would have had a recovery roll. If the ring is removed before this time the wound reopens exactly as it was before this power was used. This is a powerful effect and as such inflicts a point of warping.

(Based on the Berkanan 40 rune guideline, 2 mastery points left over)

Verditius’ Parma Secundus, 3 points, Init -6

R: Touch, D: Sun, T: Individual

For the duration of this effect any supernatural effect of less than or equal to level 15 which targets the target of this power is instantly dispelled. Combined with a strong parma this is an exceptionally dangerous ability – the parma protects against powerful effects with low penetration and this power protects against low level effects with high penetration. Some think this implies Verditius may have been seeking a way to create enchanted items which could grant the parma magica.

(Based on a Perth general guideline, 4 mastery points left over)

Lesser:

Blessing of Youthful Vigour, 1 point, Init -4

R: Touch, D: Moon, T: Individual

This power ensures that the target is hale and hearty for the duration – they become utterly immune to mundane illness and blight.

(Based on Jera 5 guideline, 4 mastery points left over)

Subtle Aid for the Craftsman, 3 points, Init -6

R: Touch, D: Moon, T: Individual

This power grants increased Dexterity to the target, granting them a bonus of +3 to any ability roll using Dexterity, not including attacks.

(Based on Mannaz general guideline, 2 mastery points left over)

Divine Touch of Verditius, 3 points, Init -6

R: Touch, D: Moon, T: Individual

This power must be used on a tool or similar object. For the duration all aspects of it are enhanced as it is drawn closer to its platonic ideal. The object functions as if it were of exceptional quality and botches made with it use two less botch dice. This is related to the Verditius Items of Quality mystery, perhaps an impermanent earlier version.

(Based on Othila 15 guideline, 2 mastery points left over)

Opening of the Hidden Tractatus, 4 points, Init -7

R: Touch, D: Momentary, T: Individual

This power must target an object of some kind. This object becomes a mystical repository of knowledge which can be filled by a person speaking into it over a season (this is identical to writing a tractatus mechanically). Afterwards the object appears mundane for all intents and purposes, even to intellego magics, but if studied by anyone initiated into the outer mystery of house Verditius fills their minds with the information imparted, acting as a tractatus.

If the ring possesses this power the ring itself is such a tractatus imparted by Verditius himself. The tractatus is of quality 9 and the subject is left up to the storyguide. Some suggestions are: Verditius Lore, Magic Theory, Rune Magic. It may also optionally reveal unknown facts about the life of Verditius, such as the location of Wayland’s smithy, or his unfinished projects.

(Based on Calc 20 guideline)

Vis: 1 pawn of Terram

Appearance: The ring is a finger ring fashioned from gold. Around the band are tiny scenes of life, inlaid with niello. The stone is a large garnet and is carved into a cameo. The person depicted is left for the storyguide to decide – someone important to Verditius, the founder himself, or someone else?

Where is it now?

This is left entirely up to the storyguide. If the ring has been discovered already in the saga then it will be in the hands of house Verditius, a prized heirloom of a particular lineage (possibly the primus’). If not then it could be anywhere – see HoH:MC for ideas about how to use and introduce the rings of Verditius.

Durendal

Durendal, the sword of Roland, is famed in song and story. By some accounts it was made by Wayland Smith, in others Verditius, or the enchanter Maugris, or it is perhaps a relic of ancient Troy. It cannot be broken by mortal means and is the sharpest blade to ever be forged. In its golden hilt is worked some of the blood of saint Basil, the hair of saint Denis, a piece of the raiment of the virgin Mary, and a tooth of saint Peter.

It is a truly legendary item, touched by some of the greatest names of the age of the founders and blessed by the divine. How exactly it was made is beyond the understanding of the order of Hermes in 1220. It is one of the greatest treasures of house Verditius and plays a vital role in the rituals of the confraternity of Roland, the makers of magical blades.

Durendal has two aspects: it is both an awakened magical item and a divine relic. It is the only such enchanted relic known to the order of Hermes. As a relic it will only answer to a righteous Christian warrior. The sole exception to this rule is that it has several times acted as a relic in the hands of members of the confraternity of Roland who exhibit the virtues of Roland regardless of their faith. To the annoyance of the Verditii who value it the sword usually rejects those senior magi who have become too hubristic, meaning only the youngest members receive any benefit from it if at all. It is rarely brandished in battle these days.

Study of Durendal may provide insight into the Confluence of the Realms (see Concitia’s chapter in Legends of Hermes). A magus who studies both Durendal and Concitia’s research will find that they are not the first to draw inspiration from the sword.

Magic Might: 12 (Terram)/ Divine Might: 30

Characteristics: Int 0, Per -2, Pre +3, Com -3, Str +1, Sta +1, Dex +2, Qik 0

Size: -1

Season: Summer

Virtues and Flaws: Magic Thing; Magical Friend

Magic Qualities and Inferiorities: Greater Power; Improved Might x2; Magical Meditation; Terram Resistance; Improved Damage

Personality Traits: Sword* +3, Pious +3, Valiant +3

Combat: n/a*

*Durendal never moves of its own accord, and can only act in combat if wielded by another character

It has the following statistics as a long sword of exceptional quality: Init +2, Atk +7, Dfn +4, Dam +9

Soak: n/a*

*Durendal has divine powers which make it unbreakable by any mundane means

Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13–16)

Fatigue Levels: n/a

Abilities: Terram Resistance (Magical Powers) 9, Magical Meditation (Preventing Acclimation) 2, Folk Ken (Warriors) 5, Theology 4

Powers:

Roland struck upon the dark stone and shattered it in pieces…, 0-3 points, Init 0 to -3, Divine

R: Touch, D: Momentary, T: Individual

This power allows Durendal to cut or break any non-living object no larger than the base individual for the appropriate form. For each additional point of divine might expended the maximum size may be increased by a factor of ten up to a maximum of 3. Because of this power when Durendal strikes any mundane armour it not only ignores the soak granted by the armour, it may render the armour useless from damage.

The sword grates but it does not splinter or break…, 10 points, Init -10, Divine

R: Personal, D: Grace, T: Individual

The most famous power of Durendal, this effect is always active on the blade so long as it is itself not in a state of sin. This means, in effect, that it is constant. While this effect is active the sword cannot be broken or damaged by any mundane means. A suitably powerful supernatural effect can still damage it, especially a more powerful divine one.

Never shall my kinsfolk be reproached on my account…, 6 points, Init -6, Divine

R: Presence, D: Diameter, T: Faith

When this power is activated all the faithful within 50 paces of the sword are buoyed by its holy influence. Each of them gains an increase of +1 to a personality trait associated with the virtues of Loyalty or Bravery, or has a sinful trait related to Pride or Sloth reduced by 1 for the duration. If they have no applicable traits they gain a virtuous personality trait at a value of +1 temporarily.

Comrade Roland, sound your horn…, 7 points, Init -7, Divine

R: Touch, D: Grace, T: Individual

This power can only be used on the wielder of the sword, and grants them the Inspirational virtue so long as they remain free of sin.

When I am in the thick of battle I shall strike a thousand and seven hundred blows…, 0/12 points, Init 0, Terram

R: Special. D: Special, T: Special

This a power derived from a non-hermetic enchantment effect similar to but not identical to certain rune spells. It grants the user of the sword a bonus of +12 to Attack, Defence, and Initiative while using the sword.

Only a wielder who has been bonded to the sword is affected by this power. Such a bonding costs the sword 12 might but once completed subsequent activations of this power cost no might and ignore magic resistance. This bond counts as a constant magical effect for the purposes of avoiding acclimation. Members of the Verditius Confraternity of Roland are bonded with Durendal as part of their imitation rituals and they feed the blade vis afterwards to restore its might.

The power activates as soon as the sword is drawn and ends when it is sheathed. Every activation of this power inflicts a point of warping on the wielder of the sword which cannot be avoided by any means.

Vis: 3 Terram

Appearance: Durendal is a longsword in the style favoured by the Franks in the days of Charlemagne. It is of exceptional craftsmanship and is perfectly unblemished. The hilt is made of gold with a red leather grip. The blade is marked with a mix of Latin characters and saxon runes.

Where is it now?

Not long after the death of Roland members of house Verditius stole (or in their view, reclaimed) Durendal. Since then it has always been held by the members of the Confraternity of Roland, the magical sword-smiths. The initiatory rites of this group mandate that the most junior member of the confraternity displays Durendal in their studio.

The next initiate begins their quest by stealing Durendal from this magus, who pursues them while acting as mystagogue in an ordeal which culminates with the new member undergoing a terrible trial at the vale of Roncevaux where Roland was slain, after which they are bonded with the sword and sworn to initiate the next prospective member.

Because the sword is displayed in a studio at all times knowledge of it is fairly common in the order, however, attempting to steal it by anyone but an initiate to the confraternity of Roland would bring down the deadly ire of a brotherhood of magi who specialise in the making of magical weapons. If it has ever been attempted the culprits evidently have not lived to tell the tale for Durendal remains in Verditius hands.

Sharur

The Sharur is the legendary magical mace of the Sumerian hero-god Ninturna. It was a truly remarkable item, capable of speech, of flight, of transforming into a living lion, and of summoning the destructive storm.

Not only was the Sharur a true companion and advisor to Ninturna, it also served as the messenger and herald of Enlil, god of sky and storms and chief of the gods.

Sharur and Ninturna famously defeated the architect god Kur, and the great demon-monster Asag, as recounted in the Lugal-e.

Magic Might: 10 (Auram)

Characteristics: Int 0, Per +2, Pre +1, Com +2, Str +2, Sta 0, Dex 0, Qik -2

Size: +1

Season: Winter

Virtues and Flaws: Magic Thing; Familiarity with the Fae; Large; Magical Friend

Magic Qualities and Inferiorities: Gift of Speech, Personal Power x2, Greater Power, Minor Virtue x3, Improved Soak

Personality Traits: Mace +3*, Inspiring +3, Loyal +3

Combat: Mace: Init 1, Atk 19, Dfn 13, Dam +14*

*Sharur when wielded by another is a two-handed mace (Warhammer) of exceptional quality, with the following characteristics: Init +3, Atk +9, Dfn +3, Dam +12, Str 3, Load 4

Soak: +2

Wound Penalties: –1 (1–6), –3 (7–13), –5 (14–20), Incapacitated (21–27)

Fatigue Levels: n/a

Abilities: Faerie Lore (Gods of Sumer) 10, Magic Lore (Gods of Sumer) 9, Dead Language Sumerian 5, Dead Language Akkadian 5, Artes Liberales (Cuneiform) 1, Great Weapon (Maces) 9, Athletics (Flying) 7, Sumer Lore (Mythology) 10, Concentration (Maintaining Powers) 8, Charm (Compliments) 4, Penetration (Auram) 9

Powers:

The tireless one, the one who never rests, whose wings bear the deluge, the Car-ur, 0 points, Init -4

R: Personal, D: Concentration, T: Individual

This power allows the Sharur to fly of its own volition in any direction and at any speed it wishes up to that of a horse at the gallop. While using this power it may also fight in combat even without a wielder.

(ReTe 20 base effect 15 based on ReCo 15, +1 Concentration)

The Car-ur made the storm-wind rise to heaven, scattering the people, 0 points, Init -4

R: Touch, D: Concentration, T: Group

This power summons a terrible storm, complete with gale force winds, lightning, and torrential rain over an area about 1 mile wide. The storm dissipates a few seconds after the spell ends.

(CrAu 30 base 5, +2 Group, +1 Concentration, +1 Touch, +1 size)

Shape of the Sacred Beast, 2 points, Init -4

R: Personal, D: Concentration, T: Individual

This power allows the Sharur to take the form of a sacred winged lion. This has the same characteristics as a lion except it is +1 size and can fly naturally.

(MuTe 20, base 10 based on MuCo 10, +1 Concentration, +1 unusual shape)

Vis: 2 Auram

Appearance: The Sharur takes the form of a huge mace, the height of a tall man. Its haft is made of dark wood and its head of finely shaped bronze in the form of a lion’s head.

Where is it now?

Sharur never left the side of its master Ninturna as far as any one knows. With long ago fall of Sumer and the fading of its gods it would be natural to assume the Sharur also had faded away into nothing. However, in recent years word has been coming out of the eastern tribunals of a Criamon magus walking the path of Strife who wields a magical mace with remarkable properties, and which seems to have a powerful, perhaps worrying, influence over the actions of this magus…