Unique Items and Artifacts (Tirr Supplement)

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A great many treasures exist in this world, and among them, some things much more than what they seem. In as many years as the world has existed, a great many among gods and men have fashioned the instruments of legend and myth; Items which encompass such great power, that the most any young thing can hope to hear of them, in earnest... is fable.

Unique Items in Tirr[edit]

Items of myth and legend are unsurprisingly rare and hard to come about by those traveling the world of Tirr. Almost invariably, these items are only ever lost to the mortal races, guarded by deities who would bestow them on worthy champions, or are kept secret and guarded by nations. Never is an artifact of great power simply tossed by the roadside for no reason, often because the very act would mean it had no value. Thus, for any individual in pursuit of such items, they will be forced to search far and wide, and even then, perhaps never find a trace of them.

Unique items are separated largely into two main groups: Divine Artifacts, which are created and generally guarded by the Deities who create them, and Mundane Artifacts, which are created in rare instances by mortals and are relatively unique in their function, often to the point of being the only existing item of its kind.

Divine Artifacts[edit]

Harbinger[edit]

A supremely powerful mithril greatsword created by Fate, the Goddess of Time, Myth, and Destiny. The sword is never wielded by any except those whom Fate approves of, and once they lose her favor or their life, it dematerializes, hidden back in the folds of time and space until another suitable champion appears or a situation arises that requires the intervention of one of her agents; Both scenarios are incredibly rare, as Fate, herself, is innately indifferent to the course of time or morality, and therefore does not seek to change its course, often.

The sword is also cursed, somewhat, as the very nature of such a powerful artifact meant to alter the fabric of time and destiny literally does so: It creates a distortion around the user's place in history, causing all those who come into contact with the user of the weapon, to be forgotten. Their face and name can never be remembered for long (Someone who just spoke to the person mere moments ago will recall, but more than a few hours, and they can no longer place the face or name), and all their great deeds will be attributed to some unknown hero or villain. They can never be remembered as a person, but instead literally become the legend that the sword helps them create.

Such heroes and villains are drawn and wrapped up in incidents of major importance in History, often as a measure to preserve the due course of events as they are ordained by Fate weaving, or to intercede when sudden, drastic events occur. Such a time occurred in the years of the Halimedan Campaign, when the Elven Nation of Volare, which, as an incident that has continued to shape interactions between elves and other races for millennia, the involvement of the sword and its champion is a foregone conclusion. In another case, it appeared during the Kaladonian Age, when it was last seen, and disappeared along with a certain villain.

In Tirr, the sword has accumulated hundreds of names, having been wielded by mythical heroes and terrible villains of many legends and lore. None know the names of these individuals except those who look upon the sword, and even then, they forget soon after. Some have attempted to discern the names and record them via transcription, but even then, the names are without a portrait to pair them to. The current wielder of the weapon is unknown, nor has it been seen for almost 3,000 years, since the fall of the Kaladonian Empire. Whispers among the followers of the goddess speak of its exile, along with a certain individual, into a broken world, his only boon in the fight against an eternal evil.

Harbinger: Sword of Destiny

Great Mother's Grace[edit]

One of the major artifacts of the Great Mother, the staff known as the Great Mother's Grace is a powerful instrument of protection and healing, making it a prized item for those of the good alignment; In combat, it protects its wielder with magical enchantments that allow it to deflect blows away, and it is empowered with holy energies that defy and shun evil persons and creatures.

The Staff is often used as a symbol of office, where this might be appropriate, for orders who worship the Great Mother, and is often used in matters of official importance and concern when they rear their heads. It is also, for the same reason, treasured rather highly and kept in the possession of high-ranking officials and often under heavy guard.

In Tirr, the Great Mother's Grace is currently cared for and used by Solamasiel, the Angel Cleric, and the 2nd Seneschal of the Great Mother. This station represents her level of devotion towards her deity and is recognized as a creature who is one of the most alike to the ideal of the deity.

The Great Mother's Grace: Its incredible healing power is legendary.

Aspect of Isis[edit]

When the Aesir were first banished from the Deific Sphere, a great many of them took to various different lives. Isis, in particular, was greatly shaken by the loss of numerous weaker deities who had sought her protection during the War of the Gods and which she was subsequently unable to provide, sufficiently. She wandered the new earth within the material plane, ultimately settling in a small parcel of land in the western continent, Loupe.

For a time, she grieved alone, ultimately reclusive and reluctant to have any contact with her former allies or new brethren, despite numerous attempts by a number of parties. It was not until the races of men and kin appeared, developed their own tribes and civilization, and eventually sought refuge with her that she opened up to others, in the world. Despite her broken heart, she took the new charges under her protection, in a time that was rife with violence, and created the region of Sol for them, allowing them a place to call their own, and a place under her protection. She became happy with these new followers, devoted, even, to their happiness. As with all of the Aesir, however, there came a time when she would no longer be able to care for them, being forced into slumber in order to preserve her existence in a world without the power of the light, and with a minimal presence in the other elements. She bore a daughter, and reluctantly charged her with leading and protecting her people in her stead.

So that they would not be without, as her daughters did not share her divinity, she wept for them; The tears that flowed from her were shaped into twelve great glaives, which she gave to her daughter, and asked that they be entrusted to the twelve most trustworthy advisers she could gather.

File:AspectofIsis.jpg
One of the Twelve Aspects of Isis: Wielded by Sol's greatest protectors.

The Bloody Pen of Pacts[edit]

A product of the whims of one of the more nefarious of the Pantheon deities, Mephistopheles, the Bloody Pen, as it is often shortened to, is a terrible device which absolutely binds any individual of any power or nature to the specific term of any document which it signs. The only restriction being, of course, that the signatory party must know and understand exactly what they are agreeing to, and so they must be intelligent enough to comprehend such an agreement.

The horrid item has shown itself in many dark circles in the world of Tirr, where it is used in order to protect agreements of great interest and terrible purpose from potential later refusal and/or treachery, and its power is often used to commit great acts of evil.

File:BloodyPen.jpg
The Bloody Pen of Pacts: A magical charm that compels, ultimately and universally.

Mundane Artifacts[edit]


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