Appendix B: Artifact Creation

Use this procedure when you need an artifact, but none of the existing options fit. Or, use it when you have an idea that you want to flesh out. As you work through each step, take notes on your decisions or results.


1 Origin and theme

Pick or roll for the artifact's origin.

Then, pick or roll for one or more themes from the indicated entry. Allow the theme(s) to inform everything else about this artifact.

Origin
1The Barrow Builders
2Death and the undying
3The Fae
4The Forge Lords or the Ustrina*
5Gods and religion, roll :
1-2Aratis
3-4Danu
5-6Helior
7-8Tor
9-12Other gods
6The Green Lords or the Fomoraij*
7Primordial powers
8The Rime Lords
9Spirits of the wild or the Forest Folk*
10The Stone Lords
11The Tempest Lords
12The Things Below * Use the theme table from the first listed entry. For example, use the Forge Lords themes for the Ustrina.

2 Nature

Pick one or roll, then proceed to the indicated sub-step and follow the directions there.

Nature
1-3It's a mundane item, relic, or artifact (next column, step 2a)
4-6It's an object or amount of strange material (2b. Strange material step 2b)
7It's priceless (2b. Strange material step 2c)
8It has an extraordinary property (2d. Extraordinary property step 2d)
9It houses a spirit or sentience (2e. Spirit or sentience step 2e)
10-11It's a source of lore (2f. Source of lore step 2f)
12It produces a magical effect (2g. Magical effect step 2g)

2a. Mundane

It's no magical wonder, but it's still interesting, useful, and/or valuable. Pick or roll for why they might care.

Why They Might Care
1It'd make a good trophy/gift/thing to show the kids (Value 0)
2It's useful—like a tool, a weapon, supplies, etc. (Value 0 or 1)
3It's useful but also unusual, specialized, uncommon (Value 1)
4It's fine, beautiful, excellent (Value 1)
5It's of a distinct origin/style (Value
1or 2 to a collector)
6It's inherently valuable—silver, trade goods, etc. (Value 2)
7It's a true luxury and/or a symbol of status (Value 2)
8It's precious, but only to the right buyer (Value 2 or 3)
9It's exquisitely made, a thing of beauty (Value 3)
10It's inherently valuable—gold, gems, exotic goods, etc. (Value 3)
11It's a clue, or it hints at the bigger picture, and roll again
12It presents an opportunity: a key, a resource they might mine, a map, etc. Now, go pick or roll for its form (3 Form step 3).

2b. Strange material

Pick one or roll, and follow the instructions for that entry.

Material
1-2Makerglass, most associated with the Stone Lords; pick or roll for its form and characteristic, then proceed to synthesis (4 Synthesis step 4)
3-4Aetherium, found near Tempest Lord sites like the Ruined Tower; pick or roll for its form and characteristic, then proceed to synthesis (4 Synthesis step 4)
5Orichalcum, most associated with the Forge Lords; pick or roll for its variety, then proceed to synthesis (4 Synthesis step 4)
6-7Dark ice, created by the Rime Lords and their disciples; pick or roll for its form and characteristic, then proceed to synthesis (4 Synthesis step 4)
8Black iron, most associated with primordial powers and Aratis; pick or roll for its form, then proceed to synthesis (4 Synthesis step 4)
9-10Red crystal, a manifestation of the Things Below; pick or roll on the next table, and do what it says
11-12Redwood, a natural tether for spirits of the wild often used by the Forest Folk; pick or roll on the next table, and do what it says
Red Crystal/Redwood
1-4Full of untapped potential (Value 1 or 2 to the right buyer); proceed to form (3 Form step 3)
5-7Has an extraordinary property (next page, step 2d)
8-10Houses a spirit or sentience (2e. Spirit or sentience step 2e)
11-12Produces a magical effect (2g. Magical effect step 2g)

2c. Priceless

What makes it so much more valuable than its form would dictate? Pick one or roll.

Priceless Because
1Causes those who see it to covet it (Value 4)
2Great historical/religious importance (Value 4 to the right buyer)
3Only a few (?) were ever made, if you trust the tales (Value 4 to the right buyer)
4Haunting beauty (Value 4)
5-6Beyond meager mortal arts (Value 4)
7-8Made of or with precious metals/ gems/materials (Value 4)
9Transcendent, inspires those who see it (Value 4)
10Symbol of authority over a people (Value 5 to the right buyer)
11It has some other property that makes it Value 4 or 5
12It's a hoard of various treasures (Value 5, immobile); pick or roll for form (3 Form step 3) as many times as you like Still here? Go pick or roll for its form (3 Form step 3).

2d. Extraordinary property

Pick or roll one. Remember to keep the theme in mind!

Property
1Moves and acts of its own accord
2Absorbs ___, stores its power (fire, lightning, hatred, stillness, etc.)
3Seamlessly blends materials in an impossible way
4Emits ___ (flame, light, sound, silence, a feeling, etc.)
5Is much, much ___ than it should be (heavier, harder, faster, quieter, etc.)
6Cannot be ___ (broken, burned, melted, detected, etc.)
7Fills those who look upon it with ___ (greed, rage, peace, joy, etc.)
8Cuts right through/can harm ___ (stone, ghosts, etc.)
9Can only/cannot be perceived by ___ (Fae, spirits, the dead, murderers, etc.)
10Glows/thrums/vibrates in the presence of ___ (gold, magic, lies, poison, etc.)
11Protects against/repels ___ (emotional magic, fire/heat, ghosts, etc.)
12Roll twice, but treat one of the results as a drawback or flaw Artifacts with extraordinary properties might also have an additional special characteristic. Pick or roll:
Extra Characteristic?
1-6Nope, go pick or roll for its form (3 Form step 3)
7-8It houses a spirit or sentience (2e. Spirit or sentience step 2e)
9-10It's a source of lore (2f. Source of lore step 2f)
11-12It produces a magical effect. (2g. Magical effect step 2g)

2e. Spirit or sentience

The artifact serves as a tether for a spirit, or otherwise acts as its home.

Pick or roll for the nature of this binding.

Type of Binding
1-2Imprisoned and locked away (though imperfectly)
3-5Fettered, enslaved, forced to serve
6-7Serves willingly, bound by its own nature/desires
8-9Trapped by accident, desperation, twist of fate
10-12Dwells here naturally, spontaneously Then, pick a spirit or sentience appropriate to the binding, origin, and theme. If you're unsure, roll .
Spirit/Sentience
1A corrupted spirit, and roll again
2A ghost
3A shade or similar imprint of someone's personality
4Something from beyond the Last Door, like a dool spirit or gwyllgi
5A Fae, oddly enough
6A little god
7A tulpa, or the intellect of a construct (Forge Lords or 392)
8A spirit of the wild
9An emanation of a Thing Below
10A fledgling spirit, and roll again
11An archon or other primordial entity
12A multitude of... (roll again) Now, go pick or roll for it's form (3 Form step 3).

2f. Source of lore

Pick or roll for the knowledge imparted and how it's recorded.

Knowledge Imparted
1The truth/secrets behind a group or figure of legend
2The weakness/history/origins/lair of a major established threat
3-4The hazards/secrets/history/location of a mysterious or legendary place
5-6The workings/secrets/history/location of a magical item or arcanum
7-9An artifice or technique lost to antiquity
10-12The workings of a ritual/spell—pick or roll for its function and drawback, then return here
How It's Recorded
1Known to an entity bound to the artifact; go back to spirit or sentience (previous page, step 2e), and do what it says
2-5Inscribed on/in the artifact: ancient runes or writing in a long-dead language
6-7Adorning the artifact: carvings/ paintings/decorations/diagrams
8-9Scrawled on/in the artifact: a cypher, mad ramblings, strange annotations, etc.
10As a vision/dream, imparted on whoever touches/enters/approaches
11-12Inscribed on/in the artifact: clear to those who can read the language Now, go pick or roll for it's form (3 Form step 3).

2g. Magical effect

Pick or roll for the magic's function (what it does) as well as its drawback. Combine them with its origin and theme to imagine what spell, power, blessing, or curse is involved.

Function
1Create/conjure/craft
2Defend/repel/secure
3Destroy/slay/consume
4Contain/bind/capture
5Enhance/refine/purify
6Reduce/diminish/suppress
7Sustain/heal/repair
8Sense/identify/reveal
9Hide/disguise/confuse
10Manipulate/control/compel
11Transform/combine/reshape
12Roll twice and combine
Drawback
1Scarring: leaves a lasting thematic mark on you/the target
2Dangerous: can have destructive, unwanted side effects
3Demanding: takes great effort to cast/trigger/maintain
4Discordant: draws unwanted attention
5Fickle: fails at inopportune times
6Weak: easily countered by will/ fortitude/preparation
7Indiscriminate: imprecise in its targets/duration/effect
8Withering: weakens you/the artifact/the target
9Restricted: works only in specific, thematic conditions
10Costly: requires sacrifice, consumes resources
11Slow: takes time to cast/manifest
12Roll twice For artifacts that produce a magical effect (as opposed to spells or rituals), how often or frequently can it be used? Pick or roll.
Usage
1-3 uses, then it's consumed/ruined/powerless
4-6 uses, then it must be recharged/ replenished
7-8A few charges, which might be lost with each use; recharges with time or effort
9At will, but each time is riskier/less powerful/more costly; resets with effort or slowly over time
10At will, but there's a cost/risk with each use
11At will, though limited by practicalities
12Continuous; it's always going Now, go to step 3, below, to pick or roll for its form.

3 Form

If it's not already established or clear to you, pick or roll for the artifact's size.

Size
1-2A small item
3-4A item or object ◇
5-6A ◇◇ item or object
7-8An immobile object or place
9-10Roll again, but it's hard to extract, access, and/or take advantage of
11-12Roll again, but it's also crude, fragile, cumbersome, and/or dangerous Now, what is it, exactly? Pick or roll. Interpret the results liberally, keeping in mind the origin, theme, and other details about the item. Let yourself be inspired! Note: an artifact might very well be made from or with an appropriate strange material (2b. Strange material step 2b), even if you didn't get that result. Maybe your Forge Lord sword that absorbs heat and flame is made of aetherium, or has a red crystal for its pommel.
What Is It?
1-8Something more common (next page)
9-12Something less common (next page)
More Common
1Agriculture: seed, spade, flail, hoe, fork, scythe, plow, millstone, etc.
2Construction: nail, brick, tile, trowel, timber, masonry, wall, etc.
3Container: lock/key, pouch, box, urn, chest, cell, vault, etc.
4Domestic: utensil, spindle, vessel, broom, foodstuffs, crib, loom, etc.
5Fire: incense, oil, candle, lamp, lantern, sconce, brazier, hearth, etc.
6Liquid: oil, spirits, vial, wineskin, cup, jug, barrel, fount, bath, etc.
7Protection: talisman, helm, cloak, armor, shield, door, wall, etc.
8Remains: ashes, scale, fang, horn, organ, bone, hide, skeleton, etc.
9Textile: fibers, scarf, footwear, rope, clothes, furs, bedding, tapestry, etc.
10Tool: needle, file, chisel, saw, mallet, shovel, anvil, workspace, etc.
11Trade: coin, coins, satchel, scales, wheel, sled, cart, wagon, etc.
12Violence: knife, poison, sword, rod, staff, bow, spear, banner, etc. For example, if you started with "a ◇◇ item or object" and then got a 4 on the table above, that could be a quern stone or a small cauldron. But "an immobile object or place" plus a roll of 8 above might a mammoth tusk, or a whole ossuary!
Less Common
1Art: pigments, brushes, carving, figurine, chisel, painting, statuary, etc.
2Beauty: cosmetics, jewelry, comb, torc, circlet, mirror, robes, regalia, etc.
3Curiosity: wonder, device, enigma, doohickey, toy, etc.
4Husbandry: collar, brush, prod, bridle, saddle, harness, stable, etc.
5Raw material: powder, salt, chemics, grains, ingot, ore, slab, timber, etc.
6Music: notation, bell, chime, flute, rattle, horn, lyre, lute, drum, etc.
7Natural: flower, feather, shell, rock, wood, tree, spring, cave, etc.
8Prosthesis: eye, teeth, hand, foot, arm, leg, crutch, wheelchair, etc.
9Religion: symbol, offering, idol, altar, ceremonial ___ (roll again)
10Specialized equipment: astrolabe, level, gear, decanter, still, kiln, etc.
11Writing: ink, runes, stylus, scroll, parchment, tablet, codex, archive, etc.
12Highly decorated and/or exquisitely made more common object (previous column) Note: an artifact might very well be made from or with an appropriate strange material (2b. Strange material step 2b), even if you didn't get that result. Maybe your Forge Lord sword that absorbs heat and flame is made of aetherium, or has a red crystal for its pommel. For example, if you started with "a small item" and rolled a 10 on this table, you might see "decanter" and think of a little vial of perfume or maybe poison. And maybe it's the liquid that's special, not the container!

4 Synthesis

Consider the details you've established. Imagine the artifact that they suggest. Fill in any missing details and start making final decisions. What is this artifact, exactly? What was it originally for?

How did it come to be, or be here?

You don't need a full history of the item. But try to picture something that makes sense, something that at least hints at a story.

As you make these decisions, it's okay to change or discard some of the details you established earlier, or to interpret them loosely or metaphorically. They're meant to spur your creativity, not to limit it.


5 Write-up

Once you've got a clear picture in your mind, write up the artifact as one of the following:

  • A brief description and some tags, like ~20 words or fewer
  • A detailed description, with a title, some tags, and a few sentences about what it is, what it looks like, what it does (if anything), what it involves
  • A brief or detailed description (as above), plus one or more custom player moves, each with a trigger, results, and maybe a roll
  • A steading improvement, something that, with time and effort, can provide lasting benefit to the village.
  • A minor arcanum, a little card you give the player with a description and requirements on the front, and the benefits of meeting them on the back.
  • A major arcanum: a half-page playbook insert, with unlockable moves/options and consequences for using them.

Keep in mind who you're writing this up for. Anything you give to the players (tags, physical descriptions, custom moves, arcana) should be clear and concise. But an artifact's history, backstory, details on where it's found, the nuances of how it works… that's all for you, to inform how you introduce it and use it in play. Write out as much as you, personally, find helpful.

If the artifact's Value hasn't been established, consider whether it should have one and what it might be. See Book I, Playing the Game · Playing the Gamefor rough guidelines.

If you expect the artifact will be a source of trouble, also write it up as a threat (a MacGuffin, probably, or maybe a magical entity or even an affliction).

Refer to the artifacts throughout this book for examples. See Book I, Discoveriesfor more guidance and some worked examples.