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.
| 1 | The Barrow Builders |
|---|---|
| 2 | Death and the undying |
| 3 | The Fae |
| 4 | The Forge Lords or the Ustrina* |
| 5 | Gods and religion, roll : |
| 1-2 | Aratis |
| 3-4 | Danu |
| 5-6 | Helior |
| 7-8 | Tor |
| 9-12 | Other gods |
| 6 | The Green Lords or the Fomoraij* |
| 7 | Primordial powers |
| 8 | The Rime Lords |
| 9 | Spirits of the wild or the Forest Folk* |
| 10 | The Stone Lords |
| 11 | The Tempest Lords |
| 12 | The 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.
| 1-3 | It's a mundane item, relic, or artifact (next column, step 2a) |
|---|---|
| 4-6 | It's an object or amount of strange material (2b. Strange material step 2b) |
| 7 | It's priceless (2b. Strange material step 2c) |
| 8 | It has an extraordinary property (2d. Extraordinary property step 2d) |
| 9 | It houses a spirit or sentience (2e. Spirit or sentience step 2e) |
| 10-11 | It's a source of lore (2f. Source of lore step 2f) |
| 12 | It 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.
| 1 | It'd make a good trophy/gift/thing to show the kids (Value 0) |
|---|---|
| 2 | It's useful—like a tool, a weapon, supplies, etc. (Value 0 or 1) |
| 3 | It's useful but also unusual, specialized, uncommon (Value 1) |
| 4 | It's fine, beautiful, excellent (Value 1) |
| 5 | It's of a distinct origin/style (Value |
| 1 | or 2 to a collector) |
| 6 | It's inherently valuable—silver, trade goods, etc. (Value 2) |
| 7 | It's a true luxury and/or a symbol of status (Value 2) |
| 8 | It's precious, but only to the right buyer (Value 2 or 3) |
| 9 | It's exquisitely made, a thing of beauty (Value 3) |
| 10 | It's inherently valuable—gold, gems, exotic goods, etc. (Value 3) |
| 11 | It's a clue, or it hints at the bigger picture, and roll again |
| 12 | It 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.
| 1-2 | Makerglass, most associated with the Stone Lords; pick or roll for its form and characteristic, then proceed to synthesis (4 Synthesis step 4) |
|---|---|
| 3-4 | Aetherium, 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) |
| 5 | Orichalcum, most associated with the Forge Lords; pick or roll for its variety, then proceed to synthesis (4 Synthesis step 4) |
| 6-7 | Dark 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) |
| 8 | Black iron, most associated with primordial powers and Aratis; pick or roll for its form, then proceed to synthesis (4 Synthesis step 4) |
| 9-10 | Red crystal, a manifestation of the Things Below; pick or roll on the next table, and do what it says |
| 11-12 | Redwood, 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 |
| 1-4 | Full of untapped potential (Value 1 or 2 to the right buyer); proceed to form (3 Form step 3) |
|---|---|
| 5-7 | Has an extraordinary property (next page, step 2d) |
| 8-10 | Houses a spirit or sentience (2e. Spirit or sentience step 2e) |
| 11-12 | Produces 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.
| 1 | Causes those who see it to covet it (Value 4) |
|---|---|
| 2 | Great historical/religious importance (Value 4 to the right buyer) |
| 3 | Only a few (?) were ever made, if you trust the tales (Value 4 to the right buyer) |
| 4 | Haunting beauty (Value 4) |
| 5-6 | Beyond meager mortal arts (Value 4) |
| 7-8 | Made of or with precious metals/ gems/materials (Value 4) |
| 9 | Transcendent, inspires those who see it (Value 4) |
| 10 | Symbol of authority over a people (Value 5 to the right buyer) |
| 11 | It has some other property that makes it Value 4 or 5 |
| 12 | It'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!
| 1 | Moves and acts of its own accord |
|---|---|
| 2 | Absorbs ___, stores its power (fire, lightning, hatred, stillness, etc.) |
| 3 | Seamlessly blends materials in an impossible way |
| 4 | Emits ___ (flame, light, sound, silence, a feeling, etc.) |
| 5 | Is much, much ___ than it should be (heavier, harder, faster, quieter, etc.) |
| 6 | Cannot be ___ (broken, burned, melted, detected, etc.) |
| 7 | Fills those who look upon it with ___ (greed, rage, peace, joy, etc.) |
| 8 | Cuts right through/can harm ___ (stone, ghosts, etc.) |
| 9 | Can only/cannot be perceived by ___ (Fae, spirits, the dead, murderers, etc.) |
| 10 | Glows/thrums/vibrates in the presence of ___ (gold, magic, lies, poison, etc.) |
| 11 | Protects against/repels ___ (emotional magic, fire/heat, ghosts, etc.) |
| 12 | Roll 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: |
| 1-6 | Nope, go pick or roll for its form (3 Form step 3) |
|---|---|
| 7-8 | It houses a spirit or sentience (2e. Spirit or sentience step 2e) |
| 9-10 | It's a source of lore (2f. Source of lore step 2f) |
| 11-12 | It 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.
| 1-2 | Imprisoned and locked away (though imperfectly) |
|---|---|
| 3-5 | Fettered, enslaved, forced to serve |
| 6-7 | Serves willingly, bound by its own nature/desires |
| 8-9 | Trapped by accident, desperation, twist of fate |
| 10-12 | Dwells here naturally, spontaneously Then, pick a spirit or sentience appropriate to the binding, origin, and theme. If you're unsure, roll . |
| 1 | A corrupted spirit, and roll again |
|---|---|
| 2 | A ghost |
| 3 | A shade or similar imprint of someone's personality |
| 4 | Something from beyond the Last Door, like a dool spirit or gwyllgi |
| 5 | A Fae, oddly enough |
| 6 | A little god |
| 7 | A tulpa, or the intellect of a construct (Forge Lords or 392) |
| 8 | A spirit of the wild |
| 9 | An emanation of a Thing Below |
| 10 | A fledgling spirit, and roll again |
| 11 | An archon or other primordial entity |
| 12 | A 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.
| 1 | The truth/secrets behind a group or figure of legend |
|---|---|
| 2 | The weakness/history/origins/lair of a major established threat |
| 3-4 | The hazards/secrets/history/location of a mysterious or legendary place |
| 5-6 | The workings/secrets/history/location of a magical item or arcanum |
| 7-9 | An artifice or technique lost to antiquity |
| 10-12 | The workings of a ritual/spell—pick or roll for its function and drawback, then return here |
| 1 | Known to an entity bound to the artifact; go back to spirit or sentience (previous page, step 2e), and do what it says |
|---|---|
| 2-5 | Inscribed on/in the artifact: ancient runes or writing in a long-dead language |
| 6-7 | Adorning the artifact: carvings/ paintings/decorations/diagrams |
| 8-9 | Scrawled on/in the artifact: a cypher, mad ramblings, strange annotations, etc. |
| 10 | As a vision/dream, imparted on whoever touches/enters/approaches |
| 11-12 | Inscribed 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.
| 1 | Create/conjure/craft |
|---|---|
| 2 | Defend/repel/secure |
| 3 | Destroy/slay/consume |
| 4 | Contain/bind/capture |
| 5 | Enhance/refine/purify |
| 6 | Reduce/diminish/suppress |
| 7 | Sustain/heal/repair |
| 8 | Sense/identify/reveal |
| 9 | Hide/disguise/confuse |
| 10 | Manipulate/control/compel |
| 11 | Transform/combine/reshape |
| 12 | Roll twice and combine |
| 1 | Scarring: leaves a lasting thematic mark on you/the target |
|---|---|
| 2 | Dangerous: can have destructive, unwanted side effects |
| 3 | Demanding: takes great effort to cast/trigger/maintain |
| 4 | Discordant: draws unwanted attention |
| 5 | Fickle: fails at inopportune times |
| 6 | Weak: easily countered by will/ fortitude/preparation |
| 7 | Indiscriminate: imprecise in its targets/duration/effect |
| 8 | Withering: weakens you/the artifact/the target |
| 9 | Restricted: works only in specific, thematic conditions |
| 10 | Costly: requires sacrifice, consumes resources |
| 11 | Slow: takes time to cast/manifest |
| 12 | Roll 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. |
| 1-3 | uses, then it's consumed/ruined/powerless |
|---|---|
| 4-6 | uses, then it must be recharged/ replenished |
| 7-8 | A few charges, which might be lost with each use; recharges with time or effort |
| 9 | At will, but each time is riskier/less powerful/more costly; resets with effort or slowly over time |
| 10 | At will, but there's a cost/risk with each use |
| 11 | At will, though limited by practicalities |
| 12 | Continuous; 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.
| 1-2 | A small item |
|---|---|
| 3-4 | A item or object ◇ |
| 5-6 | A ◇◇ item or object |
| 7-8 | An immobile object or place |
| 9-10 | Roll again, but it's hard to extract, access, and/or take advantage of |
| 11-12 | Roll 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. |
| 1-8 | Something more common (next page) |
|---|---|
| 9-12 | Something less common (next page) |
| 1 | Agriculture: seed, spade, flail, hoe, fork, scythe, plow, millstone, etc. |
|---|---|
| 2 | Construction: nail, brick, tile, trowel, timber, masonry, wall, etc. |
| 3 | Container: lock/key, pouch, box, urn, chest, cell, vault, etc. |
| 4 | Domestic: utensil, spindle, vessel, broom, foodstuffs, crib, loom, etc. |
| 5 | Fire: incense, oil, candle, lamp, lantern, sconce, brazier, hearth, etc. |
| 6 | Liquid: oil, spirits, vial, wineskin, cup, jug, barrel, fount, bath, etc. |
| 7 | Protection: talisman, helm, cloak, armor, shield, door, wall, etc. |
| 8 | Remains: ashes, scale, fang, horn, organ, bone, hide, skeleton, etc. |
| 9 | Textile: fibers, scarf, footwear, rope, clothes, furs, bedding, tapestry, etc. |
| 10 | Tool: needle, file, chisel, saw, mallet, shovel, anvil, workspace, etc. |
| 11 | Trade: coin, coins, satchel, scales, wheel, sled, cart, wagon, etc. |
| 12 | Violence: 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! |
| 1 | Art: pigments, brushes, carving, figurine, chisel, painting, statuary, etc. |
|---|---|
| 2 | Beauty: cosmetics, jewelry, comb, torc, circlet, mirror, robes, regalia, etc. |
| 3 | Curiosity: wonder, device, enigma, doohickey, toy, etc. |
| 4 | Husbandry: collar, brush, prod, bridle, saddle, harness, stable, etc. |
| 5 | Raw material: powder, salt, chemics, grains, ingot, ore, slab, timber, etc. |
| 6 | Music: notation, bell, chime, flute, rattle, horn, lyre, lute, drum, etc. |
| 7 | Natural: flower, feather, shell, rock, wood, tree, spring, cave, etc. |
| 8 | Prosthesis: eye, teeth, hand, foot, arm, leg, crutch, wheelchair, etc. |
| 9 | Religion: symbol, offering, idol, altar, ceremonial ___ (roll again) |
| 10 | Specialized equipment: astrolabe, level, gear, decanter, still, kiln, etc. |
| 11 | Writing: ink, runes, stylus, scroll, parchment, tablet, codex, archive, etc. |
| 12 | Highly 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.