From: Lineage 801 of the Va Korrum
A heavy, asymmetrical mantle of interlocking basalt plates fused with dark, heat-treated metal. The mantle is perpetually covered in a fine, silvery powder—magical ash sourced from the historical site of the Ashfall. This ash is eternally warm and cannot be brushed away. Once per day, the wearer can command the ash to erupt from the mantle, creating a dense Smoke Veil in a 15-foot radius. This veil heavily obscures vision for all creatures within it, reflecting the defensive tactics of Acheulean warriors. The mantle serves as both a powerful defensive tool and a solemn reminder of the balance taught by Korrath.
Lore
This mantle is not merely forged; it is a sacred relic born from a tragedy. Each of the interlocking basalt plates was sourced directly from the vitrified ruins of Valthar, the city consumed by the legendary Ashfall. The dark iron that binds them was not quenched in water, but in a ritual slurry of ash and the tears of elders who still passed down the tale of their ancestors’ hubris. The forging can only be performed by a sworn Firetender of Korrath during a solemn, multi-day rite, where the clang of the hammer serves as a funeral dirge for the lost city.
The fine, silvery powder that perpetually covers it is the most sacred and dangerous component. It is ash collected from the very epicenter of the Ashfall, a place where the barrier between the material world and the echoes of the past is thin. During the forging rite, the Firetender binds the lingering sorrow, pride, and agony of the souls lost in the disaster to the mantle itself. The ash is not just a coating; it is a spiritual capacitor, eternally warm with the memory of the forge-fire that consumed a city. To wear the Ash-Mantle is to carry a heavy physical and spiritual burden. It is a mark of a champion or guardian who understands that the greatest strength is not the power to create, but the wisdom to know when to stop.
Item Values and Mechanics
- Tier One Stats: +1 Constitution, +1 Wisdom
- Skills Gained: Grants Skill Proficiency in Insight and Intimidation.
- Specific Slot: Shoulder Slot
- Passive Magic
- Korrath’s Warning: The constant, faint whispers of the souls lost in the Ashfall serve as a potent warning against hubris and external control. The wearer has advantage on saving throws against effects that would charm, frighten, or otherwise magically compel them to act against their will.
- Enduring Warmth: The ash is eternally warm with the memory of Valthar’s fire. The wearer is immune to the effects of non-magical cold weather and has resistance to cold damage.
- Basalt Plating: The dense, interlocking plates of sacred basalt provide exceptional protection. The wearer gains a +1 bonus to their Armor Class (AC).
- Activatable Magic
- Smoke Veil (Action): Once per day, the wearer can speak a command word, causing the ash to erupt from the mantle. This creates a 15-foot-radius sphere of thick, magical smoke centered on the wearer. The area is heavily obscured, and the smoke smells of brimstone and sorrow. The veil lasts for 1 minute or until a strong wind disperses it.
- Cinder Shield (Reaction): When the wearer is targeted by a ranged attack they can see, they can use their reaction to cause the ash to swirl into a dense, protective barrier. This imposes disadvantage on the incoming attack roll. This ability can be used a number of times equal to the wearer’s proficiency bonus, regaining all uses after a long rest.
- Tags: Kwe-Sar, Shoulder Slot, Armor, Basalt, Legendary Ash, Ashfall Relic, Defensive, Memento Mori, Korrath’s Warning, Area Control, Intimidation, Cold Resistance, Wisdom Save, Obscurement, Guardian, Humility, Ritual Forged, Sacred Relic, Heavy Armor, Ancestral Sorrow, Reaction, Firetender Made
The Foundry-Forged Ash-Mantle 667 is more than just a piece of armor; it is a sacred relic and a national symbol to the Kwe-Sar of Acheulean. Trading such an item is a rare and often controversial act, and its value is measured as much in honor and history as it is in coin.
1. The Grand Emberforge (Sar-Kwe, Acheulean)
The Shop and Location: This is not a shop, but the religious heart of the Kwe-Sar people. The mantle, if not worn by a designated champion, would be kept in a sanctum called the Vault of Admonition, a place of meditation and prayer. It is not an item for sale; it is a holy object under the guardianship of the Firetender priesthood.
The Transaction: One cannot buy the Ash-Mantle here. It can only be bestowed. A Kwe-Sar (and only a Kwe-Sar) who has performed a legendary service for the nation or the faith might be granted the honor of wearing the mantle. The “cost” would be an epic quest: saving a city, defeating a national threat, or recovering a lost artifact.
Conversely, selling the mantle to the Emberforge would be viewed as returning a lost relic to its rightful home. The Firetenders would be overjoyed but also deeply suspicious as to how a sacred item came to be in a private individual’s hands. An outsider returning it would be seen as a hero, while a Kwe-Sar selling it would be treated as a heretic. The transaction would be a solemn ceremony, not a simple exchange of goods.
The Cost:
- To Buy: Not for sale. Its price is paid in legendary deeds and unwavering loyalty.
- To Sell (Return): The Firetenders would offer a “reward” or “charitable donation” for its return, likely around 500 Rhodium. This is not its market value, but a generous gift for ensuring the relic’s safekeeping.
2. The Antiquarian’s Vault (High-End Scholarly City)
The Shop and Location: Located in a quiet, wealthy district of a neutral city-state, this establishment is more of a private museum than a shop. It is run by a very old, semi-retired historian who deals in artifacts of great cultural and historical significance. The Ash-Mantle would be displayed on a simple, unadorned stand in a temperature-controlled vault, its description focusing on the history of the Ashfall and the craftsmanship of the Kwe-Sar.
The Transaction: The owner would be loath to part with such a piece. They would only sell to a buyer who could prove their respect for the item’s history, such as a Kwe-Sar on a quest to reclaim their heritage or a historian from a major institution. The sale would involve long conversations over expensive tea, a thorough vetting of the buyer’s intentions, and a signed contract promising the item’s preservation. Selling to the Antiquarian is a far simpler matter; they would be ecstatic to acquire it and would pay a premium for the item itself and for a detailed, verifiable story of its recovery.
The Cost:
- To Buy: 1,600 Rhodium. The price reflects the item’s immense historical value and rarity. The Antiquarian is less concerned with profit and more with ensuring the mantle goes to a worthy custodian.
- To Sell: 1,100 Rhodium. The Antiquarian would pay top price to add such a significant and well-documented piece to their collection.
3. The Mercenary’s Aegis (Lawless Port City)
The Shop and Location: This is a high-end, illicit arms and armor dealership operating from a fortified warehouse in a city where gold is the only law. The broker, a pragmatic and ruthless merchant, supplies elite mercenaries and aspiring warlords. Here, the Ash-Mantle would be stripped of all cultural context and displayed simply as “The Valthar Pauldron.”
The Transaction: The transaction is cold, swift, and professional. The broker would highlight its defensive properties: the AC bonus, the smoke screen for tactical retreats, the resistance to cold. Its history is mentioned only as a curious footnote to explain its unique appearance. There is no sentimentality, only a discussion of combat effectiveness and price. Selling the mantle here is a quick but dangerous affair. The broker asks no questions about how it was acquired, but their offer is low and non-negotiable, knowing the seller has few other options.
The Cost:
- To Buy: 1,300 Rhodium. The price is based purely on its function as a top-tier piece of defensive magic gear. It’s a practical purchase for a warlord who cares nothing for its story.
- To Sell: 600 Rhodium. The broker offers a fraction of its true value, aware that it is likely stolen and that the seller is looking for a fast, untraceable sale.
The Foundry-Forged Ash-Mantle 667 is a solemn artifact, and its use in battle is that of a stoic guardian, not an aggressive warrior. Its roleplaying focuses on resolute defense, battlefield control, and the heavy, intimidating presence it projects.
1. Defending a Narrow Bridge or Pass
This is a classic chokepoint scenario where holding the line is paramount. The mantle allows its wearer to become an immovable object of legend.
Defensive Roleplay
- The Situation: A horde of enemies is attempting to storm a narrow stone bridge to overwhelm the party.
- How it’s Used: Sar-Elun plants himself at the forefront of the defense. He uses the Cinder Shield and Smoke Veil to halt the enemy’s advance completely.
- Roleplay Description: “Sar-Elun takes his position at the center of the bridge, a bulwark of dark basalt and iron. As the first volley of arrows arcs towards them, he doesn’t raise a shield. Instead, he uses his reaction. A vortex of silvery ash erupts from his shoulder, swirling into a dense, gritty cloud that intercepts the projectiles with a series of dull thuds. Before the enemy can fire again, he speaks a single, resonant word. The mantle answers, pouring forth a thick, supernatural fog of ash and sorrow. The smoke doesn’t just obscure; it chokes the bridge in a heavy, clinging veil that smells of ancient tragedy. The enemy’s charge grinds to a halt, their vision gone, their advance broken by a wall of their own uncertainty.”
Offensive Roleplay
- The Situation: The party needs to push across the bridge, but the far side is defended by entrenched archers and spellcasters.
- How it’s Used: Here, offense means creating the opportunity for a safe advance. Sar-Elun uses the Smoke Veil not as a static barrier, but as a mobile wall of concealment.
- Roleplay Description: “Sar-Elun takes the lead. ‘Stay within the veil,’ he commands. He activates the mantle, and the thick, grey ash pours down around him and his allies. He becomes the eye of a storm, a moving fortress of obscurity. He advances at a steady, relentless pace. Arrows fly blindly into the smoke, and spells detonate harmlessly against unseen ground. From the enemy’s perspective, the bridge is being consumed by a rolling cloud of magical smoke, from which a relentless, heavily armored champion is about to emerge directly into their midst. He is using a defensive ability as an aggressive tool to seize control of the battlefield.”
2. A Courtly Intrigue or Tense Negotiation
In a social environment, the mantle’s power is subtle but potent. Its presence alone is a statement, and its passive abilities guard against unseen threats.
Defensive Roleplay
- The Situation: Sar-Elun is negotiating with a charismatic but treacherous noble. The noble is a secret enchanter, attempting to subtly weave a charm spell into his flattering words to force a favorable deal.
- How it’s Used: The Korrath’s Warning passive activates, shielding Sar-Elun’s mind.
- Roleplay Description: “The noble’s voice is honeyed, his logic impeccable, and a faint magical aura begins to weave around his words. As the enchantment attempts to settle on Sar-Elun’s mind, a different sensation arises. He feels a sudden, profound coldness emanate from the ash on his shoulder, a feeling of ancient sorrow and grim warning that cuts through the magical warmth of the charm. The faint, sorrowful whispers of the Ashfall’s victims echo in the back of his mind, a bulwark of tragedy against the noble’s petty magic. His expression does not change. He simply listens to the end of the noble’s proposal and states, ‘Your flattery is inefficient, and your terms are unacceptable.’ The noble is left unnerved, his most powerful tool having failed for no discernible reason.”
Offensive Roleplay
- The Situation: The negotiation has failed, and the noble has resorted to veiled threats, hinting at the power of his personal guard.
- How it’s Used: Sar-Elun uses the mantle’s reputation and his own stoic demeanor as a weapon of intimidation.
- Roleplay Description: “Sar-Elun does not rise to the threat. Instead, he slowly reaches up and brushes a hand against the mantle, letting a stream of the eternally warm, silvery ash run through his fingers. He meets the noble’s gaze, his own eyes impassive. ‘This mantle was forged from the ruins of a city that fell to pride,’ he says, his voice a low, resonant rumble. ‘Its weight serves as a constant reminder that power without wisdom is self-destructive.’ He lets the ash fall back onto the basalt plates. He has made no threat, drawn no weapon, but he has filled the room with the weight of a national tragedy and delivered a potent, undeniable warning.”
3. An Ambush in a Frozen, Open Tundra
In a harsh, open environment, the mantle provides crucial protection from the elements and a powerful tool to counter enemies who rely on stealth and ranged attacks.
Defensive Roleplay
- The Situation: The party is crossing a vast, frozen wasteland when they are ambushed by frost goblins who use the blowing snow for cover.
- How it’s Used: The Enduring Warmth passive makes Sar-Elun the anchor of the group, while the Cinder Shield protects against the unseen attacks.
- Roleplay Description: “While his companions are hampered by the bitter cold, Sar-Elun is an island of warmth. A faint shimmer of heat radiates from his Ash-Mantle, melting the snowflakes that land on him. When a volley of ice-tipped arrows suddenly flies from the blizzard, he pivots to intercept the attack aimed at his ally. He activates the Cinder Shield, and a swirl of dark grey ash erupts into the white snow, a stark contrast. The arrows thud harmlessly into the swirling vortex of ash. He is not just defending against the goblins, but against the environment itself, a steadfast bastion against the cold and the ambush.”
Offensive Roleplay
- The Situation: The party is pinned down, unable to locate the goblins hidden in the swirling snow and white landscape.
- How it’s Used: Sar-Elun uses the Smoke Veil to turn the enemy’s advantage against them.
- Roleplay Description: “Sar-Elun grits his teeth. ‘They use the storm to hide. I will give them a better one.’ He triggers the Smoke Veil. A massive cloud of supernaturally warm ash erupts from him. In the freezing air, the warm ash flash-melts the snow around it, creating an immense, swirling cloud of thick fog, steam, and choking ash. The battlefield is plunged into a chaotic, zero-visibility zone of his own making. The goblins, who were relying on their sight, are now just as blind as the party, but they are also in a cloud that is warm, disorienting, and smells of brimstone. He has offensively seized control of the environment, allowing his party to either reposition or prepare a counter-ambush.”

Perception of Activation:
User’s Perspective (Sar-Elun)
- Somatic & Auditory: The activation is not a mechanical process, but a release of contained, ancient energy. You feel a deep, sorrowful thrum that originates from the mantle and resonates through your entire stone-and-metal form. This is followed by a sudden, intense wave of warmth across your shoulders and back, like standing too close to a forge door being thrown open. The sound is a heavy, mournful whoosh, like a great gust of wind exhaling from the basalt plates, followed by the soft, unsettling patter of the ash cloud filling the space around you.
- Visual: From your perspective, the world is instantly and completely consumed by a swirling, roiling vortex of grey and silver. Your vision is reduced to zero. Within this cloud, you can perceive thousands of tiny, glowing motes of light, like dying embers or distant stars, that wink in and out of existence.
- Extrasensory (Lithic Resonance): Your ability to feel vibrations in the ground is partially dampened by the thick, particulate cloud, but you can clearly feel the soft, collective impact of the ash settling on the ground, giving you a perfect sense of the 15-foot radius you now command.
- Extrasensory (Spiritual Perception): This is the most profound effect. The moment of activation floods your mind with a fleeting but overwhelming torrent of sensory echoes from the Ashfall itself: the smell of superheated iron and brimstone, the roar of a forge fire grown too powerful, and a wave of profound sorrow, pride, and regret. It is the spiritual weight of a tragedy, a burden you must shoulder each time you call upon this power.
Observer’s Perspective
- Auditory: An observer hears a sudden, deep moan that seems to emanate from the wearer themselves, a sound of ancient sorrow. This is immediately followed by a heavy WHOOSH as the ash erupts, and a constant, soft, hissing sound as the supernatural smoke cloud fills and churns in the air.
- Visual: The effect is startling and unnatural. The silvery ash does not rise like smoke but pours from the mantle in a thick, impossibly fast cascade, as if a hole has been torn in reality. It expands in seconds to form a roiling, completely opaque sphere of grey and silver. Faint, momentary pinpricks of orange light can be seen glowing and dying within the cloud’s depths.
- Somatic: A wave of impossibly dry, oppressive warmth radiates from the cloud, a heat that carries no humidity and feels ancient. The air grows thick, and the taste of ash and brimstone is unmistakable.
- Extrasensory (Arcane/Spiritual Perception): A magically or spiritually attuned individual is struck by a potent wave of elemental (earth, fire) and necromantic energy. They can feel the overwhelming psychic residue of thousands of souls bound to the ash—not as individual spirits, but as a collective, sorrowful echo of a great tragedy. To a cleric, it feels like standing on hallowed ground that has been desecrated.
Positives
- Supreme Battlefield Control: The activation provides an immediate and absolute denial of vision in a wide area. It is far superior to a mundane smoke bomb, as it is magical in nature and cannot be easily blown away by a normal wind. It is a perfect tool for covering a retreat, breaking a charge, or isolating key targets.
- Potent Psychological Weapon: The effect is deeply unnerving. The mournful sound, the unnatural warmth, and the spiritually oppressive nature of the veil can cause fear and hesitation in even disciplined foes, who will be reluctant to charge blindly into a cloud that feels like death itself.
- Tactical Reset: For the user and their allies, the Smoke Veil is a “reset” button for an engagement that has gone wrong. It allows them to disengage, reposition, and re-evaluate their strategy while the enemy is confused and blinded.
Negatives
- Indiscriminate Effect: The veil is absolute. It blinds everyone within its radius, including the user and their allies. Without an alternative means of perception (such as Sar-Elun’s own Resonant Sight), it turns the battlefield into a chaotic melee where friend and foe are indistinguishable.
- Unmistakable Signature: The Ash-Mantle and its Smoke Veil are legendary. Activating it is like raising a banner. Anyone with knowledge of Acheulean history will know exactly what the ability is, and likely the nature of the person using it, potentially revealing the user’s identity and inviting unwanted attention.
- Spiritual Toll: For the user, the mental and spiritual backlash of experiencing the Ashfall’s echoes is significant. While it may not have a direct mechanical penalty, it is a roleplaying moment of immense gravity. It is a somber and draining power, not one to be used without cause.
- Singular Use: The Smoke Veil is a massive, once-per-day ability. Committing it to the wrong moment can leave the user without their most powerful tactical tool when they need it most.
Rite of the Ash-Bearer’s Mantle
This is not a mere schematic for blacksmithing; it is a solemn ritual to create a sacred relic. The process binds the sorrowful, cautionary power of a historical cataclysm to a physical form. It is attempted only by the most devout and humble of Korrath’s Firetenders, for a crafter with a proud heart will find the materials themselves refusing to take shape.
Materials Needed
- Three Slabs of Valthar Basalt: Dense, dark basalt plates that must be harvested by hand from the epicenter of the Ashfall, where the stone is still saturated with the echoes of the city’s fall.
- Five Ingots of Mourning Iron: High-quality iron that has been left to cool for three nights under an open sky within the Valthar crater, allowing it to absorb the ambient sorrow of the location.
- A Handful of Unsettled Ash: The core component. This fine, silvery powder must be collected from the shadow of what was once Valthar’s Grand Emberforge. It is eternally warm to the touch and whispers faintly when the wind blows.
- A Vial of a Kwe-Sar Elder’s Tears: The tears must be freely given by a Kwe-Sar elder while recounting the tale of the Ashfall, serving as a liquid vessel for the memory and lesson of the tragedy.
- Heartwood Coals: A full brazier of coals made only from the petrified wood of the Ironwood trees that survived the Ashfall’s fury. Standard coals are considered impure and will insult the spirits being bound.
Tools Required
- A Consecrated Emberforge: The rite cannot be performed in a common workshop. It must be within a temple-forge dedicated to Korrath, which has been ritually cleansed for this specific purpose.
- Hammers of Admonition: A set of masterwork smith’s tools, blessed by a high-ranking Firetender and reserved exclusively for the creation of ceremonial armor and relics.
- Soul-Anchor Mortar & Pestle: A heavy mortar and pestle carved from a single piece of flawless obsidian. It is used to prepare the Unsettled Ash without dispersing its potent spiritual energies.
- Ritual Forging Leathers: Armor and an apron made from the hide of a grizzled, elder megafauna, inscribed with runes of protection to shield the crafter from the intense spiritual backlash of the binding rite.
Skill Requirements
- Mastery in Smith’s Tools: The physical construction of the mantle must be perfect, worthy of housing such a potent spiritual force.
- Expertise in Religion: The crafter must have a profound understanding of the tenets of Acheuleanism, the nature of souls, and the specific rites required to handle and bind the restless echoes within the ash.
- Unwavering Humility (Roleplaying Requirement): The crafter must approach this task with a heart full of respect and humility. A character driven by pride, greed, or a lust for power will find the rite automatically fails at the final step, often with disastrous consequences.
- Cultural Understanding: While a non-Kwe-Sar could theoretically attempt the physical steps, only a crafter who truly comprehends the cultural weight and lesson of the Ashfall can successfully perform the spiritual binding.
Crafting Steps
- The Vigil of Preparation (1 Day): The rite begins with a 24-hour fast and continuous meditation within the Consecrated Emberforge. The crafter must contemplate the story of the Ashfall, focusing on the folly of hubris. During this time, the Valthar Basalt and Mourning Iron are placed on the central anvil to be spiritually cleansed.
- The Silent Forging (1 Day): Using the Heartwood Coals to heat the forge, the crafter begins the physical construction. The Mourning Iron is forged into the asymmetrical framework, and the basalt plates are shaped to fit. This entire day of labor is performed in complete, solemn silence. Each strike of the Hammers of Admonition is a prayer for the lost souls of Valthar.
- The Binding of Echoes (1 Day): This is the most perilous step. The crafter dons the Ritual Forging Leathers. The Unsettled Ash is mixed with the Elder’s Tears in the Soul-Anchor Mortar, forming a silvery paste. The assembled mantle is heated until it glows like a dying ember. The paste is then ritually applied to the mantle’s surface. The crafter must then place their hands upon the cooling metal and make a challenging Religion check, channeling their own spiritual energy to bind the sorrowful echoes to the mantle. Success means the ash permanently adheres, glowing with a faint, eternal warmth. Failure can result in a violent backlash of psychic energy, scarring the crafter’s soul.
- The Final Rest (1 Night): The now-sentient mantle is not quenched. It is left upon the forge’s anvil to cool naturally through the night as the Firetender recites the names of the lost families of Valthar. At dawn, the rite is complete. The mantle is cool enough to be worn, though it will forever carry the warmth of the ash and the weight of history.
Lament of First Ash-Bearer
This telling is a fractured thing, its pieces gathered from the wind that scours the Valthar crater and the runes on broken tools. The tongue that first gave it voice has been silent for ages beyond counting, so the meaning of the words may be a crooked path. Heed it with a wise heart.
And so it was that Valthar, the City of Unending Forges, was unmade by its own bright fire. The great deity, Korrath the Shaper, did turn his face away, for the pride of his children had become a blasphemy. A grey snow fell for a year and a day, a snow that did not melt, for it was the ash of memory, the dust of a city that had flown too near the sun. And the land was silent, but it was not at peace.
For the souls of those who perished in the Ashfall, they were not granted the Final Tempering. Their pride was an anchor, their arrogance a chain. They became the sorrow-shades, the pride-echoes, bound to the ruins of their great failure. They were a wind of whispers, a plague of regret that haunted the survivors who huddled in the grey wastes. The echoes did not speak of peace, but of anger and blame, and they drove the living to madness, for the lesson of their fall was not yet learned.
There was a smith who had survived the fire, though the scrolls are unclear how. His name was Kaelen, but he was known then as the Ash-Sleeper, for he made his bed in the grey dust of his broken home. He did not speak, and it was said he ate only the bitter roots that grew in the ash. The sorrow of his people was his meat and his wine. He heard the pride-echoes not as a terror, but as a lament, the cry of a child who does not understand its punishment.
One day, the Smith of Sorrows rose from the dust. He spoke to the other survivors, and his voice was like the grinding of stone. “The fallen cannot rest, for their pride has no home. Their regret has no vessel. I will build them a house of iron and stone, and I will carry it upon my own back.”
The others thought him mad, for who could build a house for a ghost?
Kaelen returned to the still-hot ruins of Valthar, a pilgrimage of one into the heart of his people’s sin. He took the basalt that had wept in the great fire, gathering the plates that had once been the proud towers. He took the iron that had screamed as it was quenched by the ash-storm, pulling the twisted bars from the dead forges. This was the Mourning Iron.
For three days he gathered these things. On the fourth day, he went to the shadow of the Grand Emberforge, the place of greatest pride, and he gathered the Unsettled Ash. It was silvery and warm, and it whispered to him of glory and ruin.
He built a new forge from the rubble of the old. He used not the bellows of industry, but the strength of his own lungs. He used not the fine coals of a working city, but the petrified hearts of the trees that had witnessed the fall. And he began to work. He heated the Mourning Iron in a fire of sorrowful wood, and he hammered it upon an anvil of broken dreams. He did not sing the songs of forging, but hummed a low and mournful dirge.
As the sound of his hammer echoed through the ruins, the pride-echoes came. They swirled around him, a storm of whispers and angry cries. They showed him visions of the city in its glory, tempting him with the memory of power. They screamed their rage at him, the lone survivor, the one who had lived while their genius had turned to dust.
The Ash-Sleeper did not raise his hammer against them. He did not speak words of banishment. He bowed his head and let their grief wash over him, letting their anger temper his own soul. He hammered the sorrow of his people into the very metal of the plates he was shaping.
When the mantle was formed, a heavy, crooked thing of dark iron and fire-wept basalt, he did the final act. He heated it one last time until it glowed like the dying heart of the city. He took the Unsettled Ash, the very dust of his people’s sin, and he mixed it with his own tears. He then plunged his hands into the mixture and ceremonially applied the Ash of Memory to the glowing plates.
A great cry went up from the spirit world. The sorrow-shades, drawn to this vessel of profound grief and humility, swarmed into the mantle. They did not fight it. They found a home. The mantle flared with a soft, silvery light, and the whispering storm fell silent. The spirits were not banished, but bound. They became the warning in the mantle’s warmth, the wisdom in its weight.
And the land was quiet. The haunting was over. Kaelen the Smith became Kaelen the First Ash-Bearer. He walked from the ruins, no longer stooped by grief, but straightened by the burden he now carried. He walked the lands of the survivors, and he did not need to speak. The Sorrow-Mantle was his pulpit, its heavy presence his sermon, a constant, silent reminder of the price of pride.
The Moral of the Story: A burden, when carried with honor, becomes a shield not only for the bearer, but for all who follow.
Suggested conversions to other systems:
Dungeons & Dragons (5th Edition)
Mantle of the Ashen Martyr
Wondrous item, very rare (requires attunement)
This heavy, asymmetrical mantle is made of interlocking plates of dark basalt fused to heat-treated metal. It is perpetually covered in a fine, silvery powder—magical ash that is eternally warm to the touch. The mantle carries a palpable weight of sorrow and resolve.
- You gain a +1 bonus to AC while wearing this mantle.
- You have resistance to cold damage.
- Korrath’s Warning. You have advantage on saving throws against being charmed or frightened.
- Veil of Ash (1/Day). As an action, you can command the ash to erupt from the mantle. A 15-foot-radius sphere of magical, choking smoke centered on you appears. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
- Cinder Shield. The mantle has 3 charges. When you are targeted by a ranged attack, you can expend 1 charge as a reaction to impose disadvantage on the attack roll. The mantle regains all expended charges daily at dawn.
Call of Cthulhu (7th Edition)
The Valthar Reliquary
This is not merely armor, but a funerary relic from a forgotten, hyper-advanced civilization that destroyed itself. The basalt plates are fused with an unknown metal, and the ash that covers it is composed of pulverized, nanite-infused material that seems to psychically resonate with the tragedy of its origin. It is cold to the touch, despite the warmth it provides.
- Physical Protection: The mantle is unnervingly resilient. It provides 3 points of armor.
- Psychic Anchor: The wearer is constantly haunted by faint, sorrowful whispers that emanate from the ash. This has a dual effect:
- The constant psychic noise makes the wearer vulnerable to mundane manipulation. Suffer a penalty die on all Psychology rolls and rolls to resist Intimidate or Persuade.
- However, the whispers flare up defensively against unnatural influence. Gain a bonus die on POW rolls to resist psychic powers or magical charms and illusions.
- Whispers of the Past: Studying the mantle and its tragic history grants the Investigator +1D4 Cthulhu Mythos but costs 1D4 Sanity points.
- Eruption of Sorrow: Once per day, the user can allow the bound echoes in the ash to surge forth. This costs 1D4 Sanity points. A thick, supernaturally cold fog of ash erupts, filling a 5-yard radius. The area is completely obscured. Any investigator (besides the user) starting their turn inside the cloud must make a POW roll or suffer a bout of intense melancholia, preventing them from taking any action for one round as they are overcome with grief.
Blades in the Dark
The Ash-Veil of the Cataclysm
An artifact from before the cataclysm, this heavy pauldron is made of a strange, basalt-like stone and is always covered in a fine, silvery dust. When you attune to it, you can hear the faint whispers of the thousands of ghosts bound to the ash, a constant reminder of a city that burned itself to nothing.
- This is a heavy, rare artifact. It grants +1 armor (you may tick an additional armor box when you resist).
- When you resist the consequences of a terrifying supernatural event or a ghost’s frightening display, you gain +1d to your resistance roll.
- You can spend 2 Stress to unleash the Ash-Veil. The area around you (the size of a large room) is instantly filled with a thick, choking cloud of spectral ash. This creates a situation of zero visibility and is a powerful tool for escape or creating chaos. When you do this, the GM may start a 4-segment clock labeled “Drawing Unwanted Attention” as the city’s spirits react to the disturbance.
- When you are the target of a ranged attack (from a bullet, crossbow bolt, etc.), you may take 1 Stress to cause the ash to swirl and intercept it. You reduce the harm from the attack by one level.
Knave (2nd Edition)
Ash-Mantle
A heavy, asymmetrical mantle of interlocking stone plates, perpetually covered in a fine, warm, silvery ash. It feels incredibly heavy, both physically and spiritually.
- Slots: Takes up 2 inventory slots (worn on the torso).
- Defense: Counts as Heavy Armor (Defense 15). Due to its weight and bulk, all Dexterity saves are made with disadvantage.
- Passive: You have advantage on saves vs. fear, whether magical or mundane. You are also immune to the effects of extreme cold.
- Abilities:
- Ash Cloud (1 use per day): You can cause the mantle to erupt in a thick cloud of smoke. Visibility in a 60ft radius around you is reduced to 0ft for 10 minutes.
- Cinder Shield (3 uses per day): As a reaction when you are hit by a ranged attack, you may expend a use to force the attacker to reroll their attack. You must take the second result.
Fate Core System
Mantle of Valthar’s Echo
This is a significant Extra, representing a sacred relic that is as much a burden as it is a boon. It must be acquired through a significant in-game event.
- Aspects:
- High Concept: Sacred Relic Bearing a City’s Grief
- Trouble: A Heavy Burden, Physical and Spiritual
- Other: Sorrow Made Manifest
- Stunts:
- Ashen Bulwark: Because you are protected by plates of sacred basalt, you gain Armor: 1 against physical attacks.
- Unflinching Resolve: Because you are constantly reminded of the folly of pride and the cost of failure, you gain a +2 bonus to Defend against attempts to Create an Advantage on you using fear, deception, or magical influence.
- Veil of Sorrow: Once per session, you can unleash the mantle’s bound spirits. You instantly Create an Advantage, Blinding Cloud of Sorrowful Ash, with two free invocations on it. This aspect affects your entire zone, and can be invoked by anyone (friend or foe) to justify difficulty seeing.
Numenera & Cypher System
The Valthar Cataclysm Shroud
This artifact is a relic from a past age, a fusion of geological matter and psychic residue from a massive catastrophe. It feels heavy, and whispers faintly in the user’s mind.
- Level: 6
- Form: A heavy mantle of interlocking, dark crystalline plates, constantly shedding a warm, silvery dust.
- Effect:
- Passive: The wearer gains +2 Armor. They are also trained in tasks resisting mental influence (charm, fear, etc.) and tasks related to enduring cold.
- Active (Ash Cloud): Action: Unleash a cloud of supernatural ash that fills an immediate area around you for one minute. All tasks performed by anyone (including the user) that rely on sight are hindered by two steps. Depletion: 1 in 1d20.
- Active (Cinder Shield): Action (as a reaction): When you are hit by a ranged attack from within long range, you can cause the ash to swirl defensively. The incoming damage is reduced by 4. This ability does not cause a depletion roll, but can only be used once per round.
- Depletion: Check for depletion each time the Ash Cloud ability is used.
Pathfinder (2nd Edition)
Cinder-Weave Aegis
Item 12 Rare, Magical, Abjuration, Invested Usage worn cloak; Bulk 1
This heavy, asymmetrical mantle is crafted from plates of dark basalt fused with cold iron, and is perpetually covered in a fine, magically warm ash. The mantle feels heavy with responsibility.
Passive The aegis grants you a +1 item bonus to AC and a +2 item bonus on saving throws against emotion effects. You also gain resistance 5 to cold.
Activate [reaction] Cinder Shield (Manipulate) Frequency three times per day; Trigger You are the target of a ranged Strike; Effect You cause the mantle’s ash to swirl into a protective vortex. You gain a +2 circumstance bonus to your AC against the triggering Strike.
Activate [one-action] Veil of Ash (Manipulate) Frequency once per day; Effect You unleash a cloud of ash, creating a 15-foot burst of magical smoke centered on you. All creatures are concealed while in the smoke, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Savage Worlds Adventure Edition (SWADE)
The Guardian’s Ash-Mantle
A legendary artifact of the Kwe-Sar, this mantle is said to hold the very echoes of a city lost to its own pride. It is a heavy burden, worn only by those with the will to stand against any odds.
- Requirements: Seasoned, Spirit d8+, Vigor d8+
- Armor: The mantle provides +3 Armor to the wearer’s torso.
- Bonuses:
- Environmental Resistance: The wearer is immune to the effects of non-magical cold.
- Iron Will: The wearer is a bastion of resolve. They gain a +2 bonus to resist Tests and opposed rolls involving Intimidation or Taunt.
- Powers:
- Obscure (Ash Cloud): Once per day, the wearer can cast Obscure as a free action without spending Power Points. It creates a Large Burst Template of thick, magical ash.
- Deflection (Cinder Shield): The wearer effectively has the Deflection power active at all times, but it only applies against ranged attacks. This provides a +2 bonus to the character’s Parry when calculating their Ranged Defense, and a +2 bonus to Soak rolls against damage from ranged attacks.
- Hindrance: The mantle is a heavy spiritual burden. The wearer gains the Vow (Minor) — Uphold the lessons of the Ashfall (humility, restraint) Hindrance.
Shadowrun, Sixth World
The Valthar Remnant
This is not a piece of technology, but a true magical artifact—a heavy mantle woven from basalt plates and solidified magical ash from a pre-Awakening catastrophe. It is a powerful focus for spirits of man and earth, radiating a palpable aura of sorrow and resilience.
- Type: Magical Armor (Mantle)
- Armor Rating: +2
- Availability: 20F
- Cost: Priceless (must be acquired through gameplay)
Game Effects:
- Resilient Plates: The wearer adds +2 to their Armor rating.
- Elemental Warding: The wearer gains Fire Resistance and Cold Resistance equal to their Magic attribute.
- Solemn Will: The wearer is shielded by the sorrowful echoes within the mantle. They gain a +2 dice pool bonus to resist all mental manipulation spells and effects (such as Control Thoughts or Fear).
- Veil of Sorrow (Complex Action): Once per day, the user can summon the spirits bound within the mantle. This creates a magical smoke cloud with a 15-meter radius centered on the user. The cloud provides total visual obscurity (like thermal smoke) and also functions as a Mana Barrier with a Rating equal to the user’s Magic attribute for 1 minute.
- Guardian Ash (Reaction): When defending against a ranged attack, the user may spend a point of Edge to gain 3 automatic successes on their defense test.
Starfinder
Mantle of the Sundered Forge
Level 15; Price 110,000 credits; Slot shoulders; Bulk 1
A heavy, asymmetrical mantle of interlocking plates made from a strange, basalt-like material. The item is constantly warm and sheds a fine, silvery dust that seems to absorb light. It is a relic from a forgotten, pre-Gap civilization that apparently destroyed itself through its own immense power.
Effects:
- The wearer gains a +2 enhancement bonus to AC.
- The wearer gains Cold Resistance 10.
- Aura of Resolve: The mantle’s somber nature grounds the wearer’s mind. The wearer gains a +4 insight bonus on saving throws against fear, charm, and other mind-affecting effects.
- Ashfall Veil (1/day): As a standard action, you can cause the mantle to create a 20-foot-radius cloud of magical, swirling ash centered on you. The cloud provides total concealment to all creatures within it. It lasts for 1 minute or until dispersed by a strong wind.
- Cinder Ward: When you are the target of a ranged attack, you can spend 1 Resolve Point as a reaction to cause the ash to swirl protectively. You gain a +4 circumstance bonus to your AC against the triggering attack.
Traveller (Mongoose 2nd Edition)
Archaic Personal Obscurant Mantle
This appears to be a piece of ceremonial armor from an unknown, high-tech culture (possibly Ancients-era). It is composed of incredibly dense, articulated plates of a non-metallic material. The mantle is self-powered and constantly generates a fine, warm, particle-like dust.
- TL: 15
- Mass: 5 kg
- Power: — (internal power source)
- Cost: MCr8 (artifact prices may vary)
Effects:
- Ballistic Plates: The mantle is made of bonded super-dense composites, granting the wearer Armour 10 on the Torso and one Arm location of their choice.
- Thermal Regulation: An integrated thermal regulator makes the wearer immune to the effects of non-extreme cold environments (down to -50° C).
- Obscurant Cloud Deployment: Once per day, the mantle can deploy a cloud of electro-statically charged, sensor-proof particles in a 10-meter radius. This cloud blocks all standard light, thermal, and motion sensors for 1D6 minutes, creating an area of total sensory blackout.
- Particle Defense System: As a reaction to being targeted by a ranged energy or projectile weapon, the user can attempt a DEX (8+) check. If successful, the mantle releases a targeted burst of particles that disrupts the shot, imposing DM-4 on the attack roll.
Warhammer Fantasy Roleplay (4th Edition)
The Penitent’s Pauldron
A grim relic from a city lost to its own pride during the Great War Against Chaos. It is a single, massive pauldron of scorched black rock and pitted iron, held together by groaning leather straps. It is perpetually covered in a fine, warm ash that smells of sorrow and regret. It is often bestowed upon a warrior-priest or a knight of a penitent order.
This is a unique magical item. It is priceless.
- Qualities: Magical, Armour (1), Unbreakable, Ugly.
- Placement: The wearer adds +1 Armour Point to their Body and one Arm location (left or right).
- Passive Effects:
- Solemn Resolve: The wearer is burdened by the sins of the past. They are immune to the Frightened Condition and gain a +10 bonus to all Cool Tests made to resist Intimidation.
- Enduring Soul: The wearer is immune to the effects of non-magical cold.
- Active Abilities:
- Cloud of Penance: Once per day, as an Action, the wearer can call upon the sorrow within the pauldron. A thick, magical fog of ash fills an area a number of yards in radius equal to the wearer’s Willpower Bonus. All combat-related Tests (Melee, Ranged, Dodge, etc.) made by any character within the cloud suffer a –20 penalty. The cloud lasts for 1d10/2 rounds (minimum 1).
- Ashen Ward: When the wearer is the target of a Ranged (Bow) or Ranged (Sling) Test, they may choose to suffer 1 Fatigued Condition to gain a +20 bonus to their Dodge Test against that attack.
- Drawback: The wearer is constantly plagued by whispers of failure and regret. They can never recover from the Fatigued Condition by normal rest alone; they must also spend at least one hour in solemn prayer or meditation.
