The Night's Fangs (Artifact 2) Acc +2(4) Dam +6L Rate 2 Range 75 yards Commitment 3 motes

After tasting the blood of a target, the javelins rattle louder as they approach the target and negate cover penalties for that target. The javelins always return to their quiver at nightfall. There are twelve total.

These twelve javelins were forged by the great ghostly smith Hematha. They were forged using an ancient technique, from the bones and teeth of a terrible Hekatonkhire. Each is seemingly etched with soulsteel, though it was forged directly into the bone itself. Each javelin records one important event in the rule of (name inserted here), including the slaying of the Yeserian Dragon. There are five that record (name)'s life in Creation, including his Exaltation, and another seven detailing his rule over the kingdom after it passed into the Underworld. The quiver was made from the hide of the dragon, and so the javelins return to where they belong as the dragon is said to live on even yet in some form. Should the bones ever be freed from their mystical vault, the beast could be returned to life, or some other dire fate might befall the kingdom.


Panalopy of the Ever Vigilant Warrior

This set of axe, armor, and a shield is said to make its bearer invincible in combat. This is backed up by the fact that only one Dusk has proven worthy to wear the armor and they have never been defeated in battle. The set has a hearthstone setting in both shield and axe, with the armor having 3 settings set over different Essence nexii.

Deathslayer's Armor (Artifact 5) Soak 17B/17L Mobility -2 Fatigue 1 Hardness 7 Attunement 9

No mortal force nor weapon may slay the Deathslayer. To even attempt is to risk the weapon, shatting any mortal blade that fails to damage the wearer. While they might be harmed, never will they reach Incapacitated or less without the might of magic. And even the power of magic finds the task of slaying them a difficult one, as upon being dealt a mortal blow, the wearer can spend a point of willpower to roll Essence. Each success negates a single damage success, but even should they fail, they will live on to fight for a number of turns equal to their successes (though damage can still be inflicted). Should they be healed before this time ends, their life has been spared once more.

Wing of the Nightbird (Artifact 4) Spd +5 Acc +4 Dam +4L/8L Def +1 Rate 4 Range 40 Commitment 6 motes

This axe seems to be formed from the bones and still feathered wing of some great beast, feathers being razor sharp and forming the blade. At will, the feathers can flex and seperate or hold tight, adding +4 dice to disarmament attempts. As well, the feathers cast their shadows far and long, which cut much as the originals, causing the first damage statistic and functioning as a thrown weapon.

As well when the wielder uses a charm to aid in a parry against a hand to hand attacker, the wing reflexively opens and twists, so that upon a successful parry, the user may make an automatic disarmment attempt that can not be parried or dodged.

Flowing Shadow Aegis (Artifact 4) Acc +2 Dam +5B (Piercing) Rate 2 Commitment 5 motes

This is nothing more than a simple soulsteel shield with a blank and shifting mirrorlike surface in the middle, showing what looks upon it, granting it's wielder a +3 cover bonus to the uneducated eye. But each time that an attack is blocked with it, the power of the blow is drawn into the shield, it's shadow held till needed. For each pre-soak damage, the shield gains a pool of points.

The shield can be used as a weapon, releasing the force to throw opponents back as with each point in the pool that is used throwing the opponent back 2 yards. But similarly, there is a resonance between the wing and this shield, allowing the same effect to be used with the axe.

Lastly, for a number of points equal to half the base damage (before attack successes, round down), the wielder may redirect (to a target in range) any attack that misses or is parried with the wing (which does not prevent the user from also disarming a weapon before redirecting an attack).


Rose of Eternal Perfection (Artifact 4) Acc +4(6) Dam +4 Rate 2 Range 250 Commitment 6 motes

This bow is carved from ice from the depths of the Labyrinth into the shape of a vine, with soulsteel thorns and rose blossoms.

The first power of the bow is activated when Twisting Spiteful Shaft (or a similar Charm) is used. The arrow sprouts vines that entangle the victim causing a penalty of 1 Dex per every two turns of growth. The vines may be removed with a dice action removing 1 penalty of vines, but this requires a roll just as TSS.

The second power coats an arrow in supernatural ice as it leaves the bow for 3 motes. Should the arrow be parried, it explodes in a terrible cold and icy shards, causing Ess/2 (rounded up) in damage to all within Ess x 2 yards. This damage is as treated as environmental for charms that can defend against it and in that it ignores armor, but is not stopped by resistance rolls.

The last power is that when it kills people, a rose sprouts from the body, and if you harvest it it can have a minor power, such as white rosehips helping to heal disease (reduce diff by 1 to treat), a tea produced from the hips that requires one hip per Essence of the ghost to be seen. These are not the only abilities, though are minor, but the power of the roses is said to grow with time.


Raiment of the Twisted Realm

There is said to be a number of pieces of armor that are bound to a strange and unique world, where nothing escapes of their own free will. These two pieces are those found by a Daybreak who takes pleasure in the collecting of arcane devices.

The Cursed Hands (Artifact 5) Acc +3(5) Dam +6L Rate 3 Range 50 Commitment 8 motes

These gloves are beautifully made gauntlets of an unidentifiable leather with silvery weaving of soulsteel throughout. It is said they were forged in the very hell they are linked to.

The wearer who has properly attuned himself to them is able to reach beyond the veil of the world and pull forth the essence of the twisted realm itself forth as a weapon. These are then able to be used as darts and thrown or can be looked into to see what lies within the realm. Each strike draws forth the user's Essence from the victim, half of which (rounded up) goes to the user.

But the most vicious of the abilities is that upon being killed by the essence of the twisted realm, the victim is drawn into it body and soul and so becomes one of the Tormented. The user may at any time decide to summon forth the Tormented to battle. Any they kill take their place in the twisted realm, waiting in suffering till they are given their chance to win their freedom with the enslavement of another. The user may hold double their permanent Essence in (Perm Essence of the) Tormented in the Twisted Realm at any one time. Should they be destroyed, they are also freed of their prison.

Tormented are considered to be identical (with the changes mentioned here) in all ways to the being that they once were in all powers and abilities are equal to what they once were. They have thrice their normal health levels, and even then are unable to be destroyed without magic. This includes those who were once Exalted still having their charms, sorcery and appearing with a full essence pool. It is suspected that this means that the spark of Exaltation is trapped in the realm until freed by being summoned.

The Coat of Visions (Artifact 3) Soak 10B/9L Mobility 0 Fatigue 0 Attunement 3

This coat opens unto the Twisted Realm, and when infused with the essence of it's nature, the fabric of the coat reflecting images of the realm itself. This aspect of the coat can be activated with the expenditure of 6 motes. Those who look upon the coat find their eyes drawn to stay there, in horrified rapture. This translates to all who attack and fail a Temperance roll recieving a -2 to all actions and forced to make the roll with each new turn. This will also often increase the number of attacks from behind or being unaware of them.


Shadowed Veil Wrap (Artifact 4) Soak 11B/12L Mobility 0 Fatigue -1 Attunement 6

This armor was made from the leather of an ancient beast of the world that could not be defeated for the champion who helped to hold off it's terrible attacks while it was banished to the barrier that is both between all worlds and in them.

First, the armor is not obvious to any but the one attuned to it as it is mostly outside of the world, but when struck it takes on it's full strength, flickering away once more.

Second, there were pockets set into the armor, capable of holding some few small things where none but the rightful wearer might access them.

Lastly, with a successful Essence roll, the user may step through the veil of worlds, into his corresponding spot in another. This is easiest from Underworld to Creation (diff 1), but it is said anywhere the wearer might imagine can be reached. Failure can result in appearing in a different world than you desired... or worse.


Tome of the Death-weaver (Artifact 3) Commitment 5 motes

A book formed of black glass and soulsteel, it is said that it contains descriptions of all known techniques and creations of necromantic animation. By laying a hand upon it's pages and thinking of a tool, it can form said tool from it's materials or reshape an existing tool to the proper shape (cleaning it in the process).

By using these tools in the pursuit of creating necromantic creatures, they gain two physical dots (placed where the creator desires) and 7 to all soak (bashing, lethal, and aggravated) and 7 hardness as the material of both the book and tools coats the bone, sinew, and flesh of the creation.


The Cloak of Warped Movement (Artifact 3) Soak 10B/8L Mobility 0 Fatigue 0 Attunement 4

This garment contains within it a link to place where connections are disjointed that allows it to seemingly swallow up things of creation before releasing them elsewhere.

By expending 2 motes per dodge, the wearer may activate the cloak. Upon a successful dodge, they may either direct a ranged attack towards anyone within range or make an unusual counter against a close attacker. With a close attacker, the dodge roll is also the roll for a counterattack which may be dodged but not parried. Should they fail to evade the attack, they are swallowed into the folds of the coat for a moment before being throw out (as if thrown from a clinch) in the direction of the wearer's choice.