Professional Documents
Culture Documents
The following is a list of Relics from all over the web, copied with permission.
VIBRAMAIL, 1 USE
A full suit of armor made of long metal bars running horizontally (2 armor, bulky).
Moving in the armor causes the bars to knock together and vibrate, creating pleasant,
resonant, and decidedly un-stealthy musical tones. When the wearer is reduced to 0 STR,
all of the bars activate, vibrating and ringing out. The wearer’s death is delayed, their
body is held together and energized by the vibration, allowing them to stay on their feet
and function as if they had 18 STR. This lasts until the sustained tone of the mail builds
to a deafening level and the bars shatter, about a minute or so. They then die normally.
WRENPENNY BIT
A small copper piece in the local style, save the chubby little wren printed on its
transverse. Its most recent previous owner always has an instinctive idea of the direction
the coin lies in, and in their presence it will let out a chittering birdsong.
SANGUINE LANTERN
A rectangular lantern with frosted, brown-stained glass. It’s sealed tightly, with angular
symbols scratched into the joints. A small reservoir on top feeds fuel to the petty Fae
sealed inside, who illuminates the lamp with a pure white light.
The only fuel the Fae accepts is a good quantity of blood from whoever will be carrying
the lantern (d4 STR damage for an hour of light). It gets irritated by attempts to trick it
with other blood, and may attempt an escape if aggravated enough.
WHISPERWING, 3 CHARGES
A brown and cream moth wing contained in a small box fashioned from an acorn.
Releasing the wing from the box mutes all nearby noise for the time it takes to flutter to
the ground.
Recharge: Find a Whispermoth and convince it to trade you for one of its own wings.
They tend to be understanding and agreeable, as long as you make the trade with a
delicate hand and speak in a hushed voice.
FROM IALATH
TWINVINE
A 16’ length of verdant, sticky rope.
Wrap once around an object and plant an end in the earth. A replica of the wrapped object
grows overnight.
The rope remains, its length halved.
HONEST EARWORMS
A wriggling worm the size of a child’s pinky finger. Smells awful. Drop into a person’s
ear and they will reveal the truth, despite themselves.
Recharge: Search the forest for the largest pile of decayed leaves you can find. Then,
scream your most personal secrets, thoughts, and desires into the air. Then eat as much of
the leaves and detritus as you can. The next day you will awaken to find 1d4-1 larvae,
sprouting from your ears.
POLYMORPHING MIRROR
Holds the image of one thing. If a living creature looks into the mirror or if an inanimate
object is held before the mirror they are transformed into the reflection. The image in the
mirror is lost.
An animated creature can only be turned into another animated creature and an inanimate
object can only be turned into something inanimate.
WOLFSKIN, 2 CHARGES
A cloak made from the skin of a wolf.
The wearer and all their possessions transform into the form of mundane wolf. For each
charge spent the effect lasts 3 hours.
Recharge: While not using the Wolfskin, hunt and kill a prey and consume it’s heart and
liver raw.
SNAIL BOOTS
Pale boots with slime under the soles.
Boots reduce movement range to 6m per turn.
Break Curse: Can only be taken off after a day of absolute standstill.
HAND OF GLORY
A pickled then later sun-dried, chopped off left hand of a hanged murderer with a candle
attached made from said murderers body fat.
Anyone seeing a lit Hand of Glory must make a Willpower save or be paralyzed while
the candle are within their field of vision. If the light of the candle shines on any locked
doors they unlock. The candle lasts a few hours.
Recharge: As long as a new candle can be made from the same murderer’s body fat, the
hand can be reused.
HEAT ARMOR
A warm to the touch scale mail. Always keeps the wearer comfortably heated, no matter
the ambient temperature.
All fire and heat based damage caused nearby is absorbed by the wearer and enhanced
against them.
SPELL EATER
An ornate little bronze box, devours all spells uttered in the vicinity for 1d4 turns.
Recharge: Whoever opened the box must remain silent for as many days as spells
devoured by the box.
TOSSER’S COIN
Ask a question that can be answered with yes or no and toss the coin. While in the air,
you announce which side is yes or no. The coin answers truthfully. Recharge: While
making an important decision, toss the coin.
While in the air, you announce which side is yes or no. Act according to the coin’s
answer. If you don’t act accordingly, your endeavor is cursed and the coin loses its
powers forever.
SERVING BOWL
If you serve food to somebody in your home, camp or a place of hospitality in this
simple, wooden bowl, the person accepting the food can not harm you for a week.
Recharge: Fill this bowl with food and bring it to those in need, every day for seven
days. If you act stingy, the next time you eat from this bowl you’ll choke. Only
somebody else can save you.
In the case of the coin and the bowl, I guess players should be aware of the recharge
condition, but maybe not of the consequences should they act against its spirit
CATACOMB SAINT
Speak a prayer in the saint’s name to to animate this skeleton wearing golden armor
adorned with gems. It will fight alongside you til either it or your foe is destroyed.
Recharge: You must return the saint to its catacomb, add a precious gem to its armor and
let it rest for 12 weeks. Should you fail to do so, you’ll earn the church’s wrath. Cart
required.
Breath of winter: a 60 ft cone of frost dealing d8 damage to all caught in it, it leaves the
ground slippery with sheets of ice.
Creeping fog: summon an unnatural cold fog that slowly fills a large area.
Eye of Arghamok: One target creature must save against will or begin hallucinating
horrors from their past. This curse lasts until the target gets a full night’s rest.
THUNDERSTALK
A bamboo staff in which a live hornet has been trapped. When the staff is struck against
the earth the hornet’s wrathful spirit is roused and instantly summons a thunder storm.
Every living thing not in shelter has a 1 in four chance of being struck by lightning,
dealing 1d12 damage to organic creatures. Recharge with another live hornet.
MEMORY CAP
3 charges. A large mushroom cap that can be thrown and returns to the thrower in a
spiraling path, with a radius equal to thrower’s STR x 10. As it flies it scatters spores that
emit a phosphorescent glow on the ground anywhere a creature has walked since the last
sunset.
Recharge: place overnight in a dark box with soil enriched with centaur manure
FLITTERFLARE
3 charges. A small clay amulet in the shape of a firefly, with a compartment filled with
nectar. When thrown, it hovers in place and attracts all fireflies within a half mile radius,
creating a dazzling light (and darkening other parts of the forest). The flitterflare drops
and the fireflies disperse after 1 minute. Recharge by filling with nectar.
BIRDNIP GOURD
3 uses. A calabash container filled with dried birdnip, a rare herb that all birds find
irresistible. Wherever the herb is sprinkled, in 30 seconds all birds in the area flock to the
spot in a frenzy for 5 minutes and anyone caught in the middle suffers 1d4 peck/scratch
damage per round until the birds consume all the birdnip or the victim jumps into water,
sets themselves on fire, etc. The birds however maintain a five foot radius from the gourd
and its bearer.
Recharge: Birdnip only grows on mountainsides below peaks where rocs nest.
WARDEN’S RUYI
3 charges. A peach wood ruyi scepter ornately carved with tree nymphs and talismanic
writing. When the holder of this ruyi taps a tree and points to a spot within 20 feet of the
tree, the tree will uproot, walk, and root in the indicated spot. The ruyi is charged by
wood nymphs after the holder has done some (supposedly) small errand for them.
INKSTONE OF WHISPERS
An inkstone from a sacred grotto where a forest hermit dwelt. If ink rubbed on this stone
is used to write a target’s name on a leaf, all the leaves in the forest will whisper that
name. If the target is within earshot, they are delirious for 1d8 rounds and must save
against WIL or panic and flee for 1d6 rounds.
The ink cannot be used to write the same name more than once. The ink must be used
fresh or it becomes ordinary ink.
Rubbing the ink and writing the name takes 3 turns. Ink rubbed in this stone is only
effectual when using spring water from the same grotto whence the stone was taken.
INVERSION POT
A squat clay teapot with a crane carved in one side and a centipede on the other. If a
poisonous plant is steeped in this pot, the resulting tea is its antidote Likewise beneficial
herbs steeped in this teapot produce poison.
SPEAKSTICK, 3 CHARGES.
When touched to a dead body or place of resting, allows you to speak with their ghost
provided they have unfinished business.
Recharge: Finish a ghost’s business.
BRAWLERS TEETH.
A pair of large, pure gold front teeth. When placed into your mouth, unarmed attacks are
now d6+d6.
On a failed critical damage save from a bludgeoning attack, you can choose to instead
have the teeth knocked out. You can never get them back in.
Serpent
3 HP, 12 DEX, bite(d6), Critical Damage: Victim loses d6 STR.
DEVOURER, 1 CHARGE
A small black bead. When the bead is shattered and the name of a creature is spoken, a
spirit emerges from the bead and devours that creature.
Recharge: Sacrifice a true friend or ally to the bead, and bind their soul within.
PLEASANT DRESS
A light, nicely made sundress of durable yellow fabric. When worn, it is impossible for
anyone to hold a negative opinion of the wearer, or for the wearer to hold a negative
opinion of anyone else.
The slightest damage or staining of the dress renders it ineffective. Cleaning or repairing
the dress will render it effective again.
BULL RING
A chunky gold ring with inscriptions of bulls all along it. When placed into someone’s
nose, it turns them into a bull at the genetic and physiological level.
When removed, one bullish trait remians. Horns, thick skin, hooves, etc. At the same
time, the Warden rolls 1d8. If the number is less than the current number of bull traits,
the wearer doesn’t change back.
WHALERʼS LODESTONE
A humble magnetic stone carved in the shape of a sperm whale.
When suspended in salt water, points to the nearest, safest place or harbor within 6 miles.
Recharge: Boil the stone in oil.
AMMONITE SNORKEL
A wooden tube curving at the end into a mouthpiece, with inlaid onyx spirals running
along its length.
Breating into the tube causes the holder to vanish from their current location and find
themselves snorkeling beneath the surface of a deep but narrow pool at the bottom of a
crystal shaft. Through a faint blue light discern a massive ammonite sleeping in the center
of the pool.
For the first round, there is a 1 in 10 chance of the ammonite waking and immediately
devouring the PC. For each successive round this chance increases to 1 in 8, then 1 in 6,
then 1 in 4.
The PC may return to their previous location by blowing sharply through the snorkel
three times.
TRACKERS TONGUE
Blue, in a jar of vinegar, stiff until attached.
The user can taste the name of the last person that interacted with a licked person.
Recharge: Rest the tongue in jar with vinegar, detached, for 8 hours.
FIVE-FINGER FIELDKIT
Worn but high-quality rucksack with two external extradimensional pockets that can each
hold a single item up to the size of a set of platemail.
Items placed in these extra pockets don’t use inventory slots.
When retrieving an item from one of the pockets, roll a d20; on a 20 the item is lost,
leaving only a mummified finger in its place.
TABLET OF INTERROGATION
This baked clay tablet contains and incantation that allows you to summon the spirit of a
dead person and ask them three yes-or-no questions.
You must also have a human skull for the spirit to speak through.
Recharge: Sleep three consecutive nights on a fresh grave.
TOYMAKER’S KEY
A wooden key painted in bright primary colors.
Unlocks any treasure chest and disarms any trap. However, all contents within are
transformed into colorful wooden replicas and any enchantments are removed.
BEGGAR’S KEY
This old brass key fits in any lock, but cannot open any.