Artifact of the Silent Storm 842

The Silent Storm 842 was forged during a celestial alignment when the shadow of Saṃsāra fell perfectly across the center of the gas giant VaporSphere. A master technomancer, seeking to create a tool for the ultimate transition between the physical and spiritual realms, utilized a high-output elemental infuser to collapse the molecular structures of several storied artifacts. By weaving the chaotic nature of the Thornwood Staff with the protective alchemy of the Shield of Resilience, and binding them through the runic precision of the Runebound Gauntlets, the creator established a vessel of immense power. To this, the shamanic essence of the Weaver of Whispers was added to allow the item to commune with the history of its own strikes, while the predatory ferocity of the Harpy’s Fury was infused to ensure its lethality. The result is a sentient tool of governance and war, a single physical anchor that resonates with the collective history of the multiverse.

Description

The Silent Storm 842 manifests as a single, gnarled gauntlet-sleeve crafted from dark, iridescent Harpy-hide and reinforced with Myrmocite shell plating. Along the forearm, a series of shifting, violet runes pulse with the rhythm of the wearer’s heartbeat. A retractable, razor-sharp beak-blade extends from the knuckles, while the palm is inlaid with a perfectly smooth river-stone for spiritual burnishing. Thorns and silver Elven hair are woven into the seams, and a faint scent of ozone and damp earth emanates from the leather. Despite its complex origins, the item has magically condensed into a single, seamless piece of equipment that fits the wearer’s hand and forearm perfectly.

Stats

  • Tier: 5
  • Level: Tier 5 (Requires Tier 5 Character to Activate)
  • Armor Check (AC): +15 (Calculated as 3 AC per item level)
  • Weight: 4 lb. (Condensed mass)
  • Resilience: 50
  • Item Health Points: 150 (Avatar’s max HP + [50 Resilience * Tier 5])
  • Rarity: Legendary

Skills Gained While Openly Worn

  • Master of the Weaver’s Hand: The wearer gains a +5 bonus to all Skill Checks involving Forgery, Calligraphy, and the deciphering of ancient or obscured documents.
  • Elemental Attunement: The wearer gains a +5 bonus to all Skill Checks related to identifying minerals, ores, or the structural integrity of stone and wood.
  • Predatory Precision: The wearer gains a +5 bonus to Athletics and Acrobatics checks made during aerial maneuvers or when navigating vertical terrain.

Tags

  • Legendary, Weapon, Tool, Elemental, Shamanic, Defensive, Piercing, Nature, Deception, Tier 5, Merged, Sentient, Composite, Relic, Conductive, Symbiotic, Alchemical, Evolved, Resonant, Atmospheric, High-Magic, Subterrane

Multiple Passive Magics

  • Whisper of the World-Soul: The item acts as a constant psychometric conduit. When the wearer touches any object or document, they receive a vivid psychic impression of its entire history, the emotions of its creators, and its true purpose.
  • Earthen Bastion: The Myrmocite and Dragon Blood infusion provides the wearer with permanent resistance to all elemental damage types (Fire, Water, Earth, and Air).
  • Instinctive Domination: The predatory essence of the Harpy ensures the wearer always has a +5 bonus to initiative rolls (subtracting 5 from the d20 result), as the item anticipates conflict before it begins.
  • Singular Presence: Because the items are merged, this artifact occupies only one slot and provides the cumulative benefits of all five base items without incurring the divine penalty for wearing too many items.

Multiple Active Magics

  • Weave the Living Truth (Ritual Casting): By spending ten minutes in a deep trance, the wearer can create a “Living Twin” of any object, document, or Tier 1 non-sentient item. This duplicate is physically and spiritually identical to the original, carrying the same history and “feel” to the Mind’s Eye.
  • Fury of the Labyrinth (Normal Casting): As an action, the wearer can cause the gauntlet to erupt with a 30-foot lashing vine of lightning or fire (wearer’s choice). On a hit, the target takes base damage plus 5d12 elemental damage and is restrained by charred, thorny roots (DC 20 Strength save to escape).
  • Stone-Shaper’s Command (Normal Casting): The wearer can touch any stone or wooden structure and instantly identify its True Name. Once identified, the wearer can command the structure to part, create a doorway, or collapse as an action.
  • Silver Fire Strike (Mana Boost): The wearer can expend points of Mana (up to 50) to imbue the beak-blade with unresistible “silver fire.” This damage is added to a successful melee strike and ignores all forms of physical or magical protection.

Specific Slot

  • Weapon (Hand Slot) – Though it functions as a tool, worn item, and defensive shield, it is physically anchored as a single weapon in the Hand/Arm slot.

Defensive Fortification and Restoration of the Silent Storm 842

To disable the magical functions of the Silent Storm 842, an attacker must successfully target the item specifically. This is a difficult feat, as the item’s Armor Check (AC) in combat is calculated as the wearer’s current AC plus their tier level (5) plus the roll of their tier die (1d12). If the attacker exceeds this total value, the strike lands on the artifact itself, immediately deactivating its attunement and all associated magical properties.

Because this is a Tier 5 Legendary item, it possesses a resilience of 50. The specific hit points that must be overcome to move the item from a “deactivated” state to a “broken” state are calculated as the avatar’s maximum hit points plus 250 (50 resilience multiplied by the item’s tier of 5). If the item takes damage equal to or exceeding half of this total, it is considered broken, and its magical functions remain inaccessible even if the wearer attempts a ritual re-attunement. Should the item reach zero hit points, it is destroyed and reverts into its original component parts: gnarled heartwood, Myrmocite fragments, dwarven leather, and bone tools.

Repairing the Silent Storm 842 requires a combination of physical and magical restoration. If the item is merely deactivated, a ritual attunement of at least 10 minutes is required to restore its function. However, if the item is physically damaged or broken, the following must occur:

  • The item must be taken to an Arcane Forge or a high-level Elemental Crucible.
  • A master artisan with a skill level of at least 10 in Blacksmithing or Woodcarving must perform the repairs.
  • The repair process requires the infusion of new Dragon Blood or Arcane Essence to seal the cracks in the Myrmocite and re-bind the chaotic energies of the heartwood.
  • For each day of downtime spent repairing the item, a skill check must be made against a “Nearly Impossible” difficulty (DC 95%) to restore 1d12 of the item’s hit points.
  • Once the item returns to its full hit point maximum, a final Chant of Sympathy must be performed to re-awaken the spirit of the merged object.

Acquisition and Market Valuation of the Silent Storm 842

The acquisition of a Tier 5 merged artifact like the Silent Storm 842 is a monumental event in the world of Saṃsāra, as such items are rarely found sitting on a shelf. Because it is a singular physical object created from five distinct Tier 1 treasures, it is more likely to be commissioned or recovered from a legendary site than found in a common merchant’s stall.

Methods of Obtaining the Artifact

  • The Path of the Master Artisan: A character may obtain this item by collecting the five base components—the Thornwood Staff, Shield of Resilience, Runebound Gauntlets, Weaver of Whispers kit, and Harpy’s Fury—and bringing them to a Tier 5 Master Smith or Technomancer. This individual must possess an Elemental Infuser and knowledge of high-magic merging rituals to collapse the items into a single slot weapon.
  • Imperial Treasury or Royal Award: Due to its immense value and the political influence of its components (such as the Scribes’ Guild and the Temple of Mertex), a Monarchy may grant this item to a Tier 5 Hero who has performed a task of global significance, such as stopping a continental-scale magical storm or mediating a war between ten island nations.
  • Recovery from an Ancient Labyrinth Scar: The item may exist as a relic in the deepest reaches of a “deathly area” or within the ruins of a floating city that fell during the elemental ages. In these locations, the AC of the guardians is often nullified, but the environmental hazards require the very elemental resistances the shield portion of this item provides.
  • Inheritance of a High-Tier Shaman: An Urban Shaman of immense renown might pass this tool to a chosen successor. This transfer is not a purchase but a spiritual transition, requiring the successor to prove they can handle the sensory overload and the “whispers” of the combined item spirits.

Specialized Shops and Market Exchange

In the world of Saṃsāra, the price of such an item is dictated by the “sellers’ market” and the extreme rarity of Tier 5 technology. Since only 2% of the population reaches this level of play, the following venues represent the only locations where such a trade could realistically occur.

  • The High-Exchequer of the World Bank: Located in the most fortified metropolises, the World Bank does not just handle coins; they manage the collateral of legends. They may sell a repossessed Silent Storm 842 to a Tier 5 account holder who has maintained a balance of over 100,000 gold for several years.
    • Cost: 85,000 to 120,000 Gold.
    • Process: The transaction involves a 1% banking fee and a deep psychic audit by the bank’s examiners to ensure the buyer’s Mind’s Eye can withstand the artifact’s resonance.
  • The Sovereign Smithies of the Central Isles: These are the personal forges of the High Monarchs, where master dwarven smiths work with Adamantine thread and Arcane essence. They do not typically sell to the public, but they may offer the item to a registered Diplomat or Ambassador.
    • Cost: 75,000 Gold plus a significant “Service to the Crown” or a trade of five other Tier 5 Soul Crystals.
    • Process: A formal ceremony is held where the item is attuned to the buyer in the presence of the Royal Court to ensure the “true name” of the weapon is properly recorded in the state archives.
  • Esoteric Auction Houses of the Cave Megacities: In the massive caverns where light is provided only by Tier 5 magic crystals the size of a wagon, secret auctions are held for the world’s most dangerous “Rule Breakers.”
    • Cost: 150,000 Gold (Starting Bid).
    • Process: Bidding is done through silent telepathy to the auctioneer. The “buyer beware” principle is at its peak here, as the item may have “Character Marks” or “Banishment Marks” already placed upon it by previous owners.
  • The Arch-Mage’s Floating Laboratory: For those who prefer a more academic transaction, a Tier 5 Technomancer may sell the item to fund their research into the VaporSphere’s atmosphere.
    • Cost: 90,000 Gold or a direct exchange for a “Rhodium-level” hoard of rare elemental essences and Zephyrstone.
    • Process: The buyer must spend three days in the laboratory to undergo the “Ritual of Sensory Alignment,” preventing the irregular health loss that occurs when a soul is overwhelmed by a merged artifact’s complex sensory feedback.

Economic Summary

  • Tier 5 items are often valued in Rhodium or Platinum denominations due to the weight of the equivalent gold.
  • In rural areas or small towns, this item is literally priceless, as no local mayor or merchant would have the liquidity to purchase it or the military force to protect it.
  • The price fluctuates based on the current “mana weather” and the political stability between the island nations where the component materials are harvested.

Tactical Manifestation and Environmental Roleplay of the Silent Storm 842

The Silent Storm 842 is a masterpiece of condensed utility, allowing a Tier 5 avatar to manipulate the high-magic atmosphere of Saṃsāra with predatory precision. Because it occupies only a single physical slot, the wielder maintains maximum mobility while channeling the diverse powers of the five original artifacts.

Aerial Combat and High-Altitude Islands

  • Offense: While soaring through the Zephyrstone Islands or diving from a Zeppelin, the wielder utilizes the Fury of the Labyrinth. By channeling elemental lightning through the retractable beak-blade, the avatar can strike from above, turning the air itself into a conductor. The Predatory Precision of the Harpy allows for mid-air course corrections that appear supernatural to onlookers.
  • Defense: Using the Earthen Bastion, the wielder ignores the buffeting effects of high-altitude mana-storms. When targeted by enemy sky-ships or winged monsters, the Shield of Resilience components pulse with silver light, creating a localized kinetic barrier that deflects projectiles back toward the clouds.

Subterranean Megacities and Deep-Core Mines

  • Offense: In the confined, lightless tunnels of the cave systems, the Stone-Shaper’s Command is the ultimate offensive tool. The wielder whispers to the “spirit” of the cavern walls, commanding them to spike outward or collapse upon foes. The Elemental Strike is often set to Acid here, allowing the beak-blade to melt through the heavy carapace of subterranean beasts or the iron-bound doors of hidden vaults.
  • Defense: The Stone’s Touch passive provides the wielder with an 360-degree awareness of structural integrity. If a tunnel begins to collapse during a skirmish, the gauntlet pulses with a deep violet hum, reinforcing the overhead rock with runic energy. The Earth’s Resilience ensures that even if struck by falling debris, the wielder’s AC remains a formidable barrier.

Urban Bureaucracy and Imperial Courts

  • Offense: In the skyscrapers and guildhalls of the island metropolises, the battle is fought with information. The Weaver of Whispers allows the wielder to “assassinate” a rival’s career by creating a Living Twin of a sensitive document with a single, devastating alteration. By touching a ledger, the wielder can “hear” the greed and corruption of a merchant, using that knowledge to blackmail or dismantle their political influence.
  • Defense: When faced with forged accusations or legal banishment marks, the Whisper of the World-Soul allows the wielder to instantly identify the deception. They can roleplay the act of “listening” to the evidence, calling out the iron gall ink or the hurried, fearful spirit of the forger to invalidate the claim before the High Judges of the Monarchy.

Dense Jungles and Corrupted Labyrinths

  • Offense: Within the Whispering Woods or the Labyrinth of the Fae, the Thornwood essence is at its peak. The wielder can command the surrounding flora to form Entangling Roots that are infused with the Elemental Strike of fire, creating a burning, constricting cage. The Predatory Instinct ensures the wielder finds the most vulnerable “True Name” of a corrupted treant or nature spirit to deliver a finishing blow.
  • Defense: The wielder can create a temporary “Safe Area” by driving the gauntlet into the earth, causing a dense, thorny barrier to erupt instantaneously. This barrier utilizes the Shield of Resilience to gain elemental resistance, protecting the party from external magical bombardment while they recover.

Coastal Frontiers and Deep Ocean Expeditions

  • Offense: Along the 183 billion acres of coastline, the wielder can use the Fury of the Labyrinth to summon vines that behave like aquatic tentacles, dragging enemies into the surf. The beak-blade, imbued with Silver Fire, allows for underwater strikes that ignore the natural resistance of water, vaporizing the liquid in a sudden, violent burst upon impact.
  • Defense: Against the crushing pressures of the deep or the freezing spray of a tropical cyclone, the Elemental Attunement provides a stabilizing heat. The wielder can sense the “true name” of the water currents, allowing them to redirect the force of a tidal wave around their person or their vessel.

Perception of Activation:

User’s Perspective

  • Sight: The surrounding environment immediately begins to blur at the edges, tunneling the user’s vision toward their target. The dark Harpy-hide of the gauntlet takes on a liquid, metallic sheen, and the violet runes along the forearm pulse with an intensity that matches the user’s heartbeat. Faint, ghostly outlines of thorny vines appear to reach out from the knuckles, showing the potential paths of an impending strike.
  • Sound: A profound silence falls over the user, dampening all ambient noise. In this quiet, a low, rhythmic thrumming—like the deep vibration of a massive steam engine—resonates through the user’s arm. This is accompanied by a chorus of faint, overlapping whispers that provide a stream of information regarding the “spirit” of nearby objects and the direction of air currents.
  • Smell: The air around the user becomes sharp and crisp, heavily scented with ozone and the metallic tang of cold steel. Underneath this, a rich, damp aroma of ancient forest soil and decaying leaves rises, grounding the user’s senses in the primal power of the earth.
  • Touch: A sudden surge of heat travels from the fingertips up to the shoulder, followed by a stabilizing coolness. The gauntlet feels like a natural extension of the skin rather than a worn item. When a “True Name” is identified or a document is handled, a localized vibration in the palm stone provides a binary feedback of “truth” or “deception.”
  • Extra-Sensory (Object Empathy): The user feels the “emotional weight” of the environment. They can sense if a nearby stone wall is “tired” and ready to collapse, or if a signed contract is “screaming” with the spirit of a lie. This empathy allows the user to coax the inanimate world into cooperation.
  • Extra-Sensory (Kinetic Awareness): The user perceives the movement of all things in their vicinity as a series of pressure waves. They can feel the exact moment an invisible foe shifts their weight or the precise trajectory of a bolt before it is fired.

Observer’s Perspective

  • Sight: The observer sees the runes on the gauntlet flare into a brilliant, unblinking violet light that casts long, distorted shadows. A faint, shimmering distortion in the air—similar to heat haze—surrounds the wielder’s arm. The retractable beak-blade appears to lengthen slightly, crackling with arcs of purple lightning that do not harm the wielder but singe the air around them.
  • Sound: A sudden, sharp crack—like a single clap of thunder—marks the moment of activation. This is followed by a continuous, low-frequency hum that can be felt in the observer’s chest. The wielder’s voice, if they speak during the activation, carries an echo as if multiple people are speaking in unison.
  • Smell: Those standing within ten feet of the wielder will notice a sudden, inexplicable scent of rain-drenched earth and burnt copper.
  • Extra-Sensory (The Mind’s Eye): A magically-attuned observer using their Mind’s Eye will see a dense, swirling vortex of green and violet mana being pulled inward toward the gauntlet. The wielder’s aura appears significantly enlarged and sharpened, radiating a predatory intent that triggers a “flight or fight” response in lesser creatures.

Positives

  • Total Focus: The sensory tunneling allows the wielder to operate with impossible precision, ignoring distractions and pain during the duration of the activation.
  • Truth Discernment: The psychic feedback makes it virtually impossible for the wielder to be deceived by mundane forgeries or structural illusions.
  • Tactical Anticipation: The combination of kinetic awareness and predatory instinct allows the wielder to react to threats before they are physically manifested.

Negatives

  • Sensory Overload: The sheer volume of information—whispers, scents, and psychic echoes—can lead to a dull headache or a “psychic hangover” once the activation ends.
  • Hyper-Visibility: The brilliant violet glow and the thunderous crack of activation make stealth impossible once the item’s power is called upon.
  • Environmental Agitation: The chaotic nature of the Thornwood components can cause local plant life to writhe or stone to groan, potentially alerting sensitive creatures or nature spirits to the wielder’s presence from a great distance.

The Rite of the Fivefold Convergence: Crafting the Silent Storm 842

This supreme ritual of elemental alchemy and shamanic weaving collapses the physical dimensions of five storied artifacts into a single, Tier 5 legendary gauntlet. The process requires a perfect alignment of the soul and the machine.

Items Merged

Additional Materials Needed

  • 5 Ounces of Rhodium Dust: To act as the high-tier magical lubricant for the structural collapse.
  • 1 Vial of Ancient Dragon Blood: To re-temper the Myrmocite fragments and bind them to the Harpy-hide.
  • 10 Yards of Adamantine Thread: To reinforce the seams of the merged leather and wood.
  • 1 Gallon of Purified Elemental Essence (Earth/Nature): To submerge the components during the initial cooling phase.
  • 1 High-Output Arcane Battery: To provide the steady flow of mana required for a Tier 5 transformation.

Tools Required

  • Tier 5 Elemental Infuser: A massive machine capable of vibrating items at a frequency that allows their molecular structures to overlap.
  • Rune-Etching Needle (Adamantine): For carving the Tier 5 convergence sigils.
  • Alchemical Alembic: To distill the blood and essences into a binding agent.
  • Master Smith’s Arcane Forge: To maintain the precise temperatures needed for the silver and steel components.

Skill Requirements

  • Mastery in Blacksmithing (Skill Level 10): Necessary for the integration of the shield and gauntlet plates.
  • Mastery in Woodcarving/Druidic Craft (Skill Level 10): Essential to prevent the chaotic heartwood of the staff from splintering.
  • Arcane Inscription (Skill Level 10): To transcribe the complex Tier 5 runes that manage the five simultaneous passive magics.
  • Shamanic Attunement: The crafter must be able to “hear” the spirits of all five items to ensure they do not clash during the merging.

Crafting Steps

  • Phase 1: The Molecular Softening: Place all five items into the Elemental Infuser. Slowly increase the mana flow from the Arcane Battery while dusting the items with Rhodium. The items will begin to glow with a discordant violet and green light as their physical boundaries soften.
  • Phase 2: The Runic Binding: Using the Adamantine Needle, etch the “Convergence Sigil” onto the center of the Shield of Resilience and the Runebound Gauntlets. As the items begin to lose their individual shapes, weave the Adamantine Thread through the softening heartwood and the Harpy-hide, physically pulling the components into the form of a single gauntlet-sleeve.
  • Phase 3: The Blood Infusion: Drizzle the distilled Dragon Blood over the forming object. This acts as the catalyst that fuses the Myrmocite fragments to the leather. At this moment, the shamanic weaver must perform the “Chant of Sympathy” to convince the spirit of the Weaver of Whispers to accept the predatory ferocity of the Harpy’s Fury.
  • Phase 4: The Elemental Quenching: Submerge the glowing, white-hot artifact into the Gallon of Purified Elemental Essence. This flash-cools the item, locking the five disparate objects into a single physical slot. The essence will be entirely absorbed into the wood and leather, imbuing them with Tier 5 resilience.
  • Phase 5: Final Awakening: Place the completed Silent Storm 842 on the Arcane Forge. Perform a final, hour-long ritual of “Sensory Alignment.” If successful, the retractable beak-blade will extend for the first time, crackling with lightning, and the runes will pulse in a steady, unified violet rhythm.

Arm-Wrapping of No-Sounding Sky-Anger

In the times before the counting of the suns, when the large gas-ball of the sky was positioned in the middle of the moon-shadow, there was a man of much making. He was called by the name-sounds Maker-Of-Ghost-Shapes. The world was full of the hitting struggle. The deep-dirt walkers and the high-cloud flyers were doing the hitting struggle without stopping. The invisible doing-power of the world was bleeding.

Maker-Of-Ghost-Shapes saw that the men of the world had too many things on their bodies. The sky-judges [the gods] gave the pain-sickness to the men who wore too many of the power-objects. The men would fall down and leak their red life-water because their body-spaces were too full. Maker-Of-Ghost-Shapes said to the wind, “I will trick the sky-judges. I will take the five things and hammer them until they forget they are five. They will be the one-thing, and the sky-judges will only see the space of the one.”

He went to the walking-wood place where the trees are angry and twisted. He took the branch of the tree that hates the order of the ground. This was the stick of the twisting-thorns. It was full of the chaos-juice. He went to the altar of the element-mixer god and took the flat-blocker. The flat-blocker was made of the shell of the dirt-bugs and the hair of the forest-walkers, and it denied the fire and the water.

Then he went to the deep-holes where the short-bearded-men hit the rocks. He took the finger-wrappings of the earth-knowing. These gloves knew the true-names of the rocks and hummed with the light of the violet language. He went to the city of the many papers and found the pouch of the false-ink. The pouch held the bone-tools that speak to the ghosts of the written words, making the false become the true. Lastly, he went to the high-rocks and took the sharp-face of the wind-screamer. The bird-woman’s mouth was a knife that jumped through the air and made the heads of enemies go to sleep with the shock-power.

Maker-Of-Ghost-Shapes put the five things into the great belly of the hot-machine. He poured the shiny-grey dust of the high-value metal. He poured the old red life-water of the great sky-lizard. He said the words of the making-sympathy. He said to the flat-blocker, “Do not be a shield, be a skin.” He said to the stick of twisting-thorns, “Do not be a stick, be the veins of the skin.” He said to the pouch of the false-ink, “Give your lying-ghosts to the veins.” He said to the finger-wrappings, “Hold the skin tight to the hand.” He said to the sharp-face of the wind-screamer, “Be the fingernail of the hand.”

The hot-machine screamed with the voices of the five things. The five things did not want to be the one-thing. They fought in the hot-machine. But Maker-Of-Ghost-Shapes used the needle of the hardest-metal and sewed their invisible doing-power together. He pulled the five into the space of the one. The sky-judges looked down and saw only one physical object. They did not send the pain-sickness. The trick was successful.

When the cooling-water was applied, the one-thing was born. It was the Arm-Wrapping of the No-Sounding Sky-Anger. It was dark like the bird-woman, but hard like the bug-shell. It had the sharp-face extending from the hitting-bones of the hand.

Maker-Of-Ghost-Shapes put the Arm-Wrapping on his arm-branch. Immediately, the ghost-voices of the five things shouted in his head-meat. He smelled the wet dirt and the lightning-burn. He felt the weight of the five, but his body only held the one. He walked to the valley where the high-cloud flyers and the deep-dirt walkers were doing the hitting struggle.

The high-cloud flyers threw the sky-fire at him. Maker-Of-Ghost-Shapes raised his arm-branch. The flat-blocker ghost inside the Arm-Wrapping ate the sky-fire and was not hungry. He pointed the sharp-face at the flyers. The twisting-thorn ghost and the wind-screamer ghost agreed to work together. A great rope of burning-light shot from the sharp-face, tying the flyers in the sky and bringing them to the ground with the sleeping-shock.

The deep-dirt walkers came with their heavy stone-hammers. Maker-Of-Ghost-Shapes touched the ground with the finger-wrappings ghost. He knew the true-names of the stones. He whispered to the stones using the false-ink ghost. He told the stones a lie. He told the stones they were water. The stones believed the lie because the ghost of the false-ink was very convincing. The ground became soft and swallowed the deep-dirt walkers.

Maker-Of-Ghost-Shapes stood alone. He had stopped the hitting struggle. But the Arm-Wrapping did not stop speaking. The stick of twisting-thorns wanted to grow in his blood. The false-ink wanted to lie to his own memories. The sharp-face wanted to scream at the sun. Because they were five squeezed into the space of the one, they were very uncomfortable.

He could see the history of every rock he touched. He could hear the sadness of the grass. His eyes saw the invisible doing-power swirling like angry river-water. The sensory-too-much made him fall to his knees. He realized that tricking the sky-judges was an easy thing, but tricking the object-ghosts was a heavy thing.

He took his legs and made them walk to the deepest hole in the world. A place where the light of the gas-ball could not reach. He took the Arm-Wrapping off his arm-branch. It was a single physical object, occupying only one slot, but it was too big for the soul of a single man. He left it on a rock of no-importance. He walked away, but he could not stop hearing the false-ink telling him that he was still wearing it. He lived the rest of his sun-cycles believing the lie of the empty hand.

Moral of the story: The space of the body is small to protect the mind from the loud noises, and when a man forces the many ghosts to live in the single house, the house will eventually forget the name of the man who built the door.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Vengeance of the Avian Mythos

  • Classification: Mythos Artifact / Shamanic Tool
  • Cost: 85,000 Gold / 180 Sanity Points (if discovered)
  • Skill Bonuses: +20% to Forgery, +15% to Natural World, +15% to Geology.
  • Combat Mechanics:
    • Beak-Blade Strike: 1d8 + 1 + Damage Bonus (Piercing).
    • Stunning Discharge: Upon a successful hit, the wielder may spend 10 Magic Points to force the target to make a Hard CON roll. On a failure, the target is stunned for 1d4 rounds.
  • Psychometric Resonance: By touching a document or relic and succeeding on a POW roll, the investigator receives a vivid vision of the object’s creation. A failure on this roll results in 1/1d6 Sanity loss as the chaotic “Thornwood” memories overwhelm the mind.
  • Elemental Ward: The Myrmocite plating provides 4 points of armor against fire, cold, or electricity-based attacks.
  • Syntax Note: This item is treated as a specialized “Hand” slot weapon that does not interfere with the use of a firearm in the other hand.

Blades in the Dark

Unique Name: The Ghost-Scribe’s Talon

  • Classification: Fine Arcane Implements (Potency: Legendary)
  • Load: 1 (Merged status reduces the burden of carrying five tools).
  • Tier: V (Fine Item)
  • Special Abilities:
    • Birth a Sibling: When you perform a Downtime Action to forge a document, you may use this item to achieve a Critical Success automatically. The forgery is spiritually identical to the original and will pass any non-magical inspection.
    • Nature’s Ensnarement: You may expend a Special Ability or 2 Stress to cause phantom vines to erupt from the ground. This counts as a Great Effect for “Setup” or “Control” actions during a score.
    • Runic Resilience: The gauntlet provides +1 Armor against physical harm or elemental hazards (Fire/Lightning). This does not stack with standard Armor but covers “Supernatural” damage sources.
  • Viper-Quick: You gain +1d to Resistance rolls against “Senses” or “Insight” when an NPC tries to determine your true intent.
  • Syntax Note: This item is an integrated “Held” tool that functions as both a Skirmish weapon and a Study implement.

Dungeons & Dragons (5th Edition)

Unique Name: The Convergence of the Five Hells

  • Item Type: Wondrous Item (Gauntlet), Legendary (Requires Attunement)
  • Armor Class: While wearing this gauntlet, you gain a +3 bonus to AC.
  • Attacks:
    • Retractable Beak: Melee Weapon Attack: +[Prof + Str/Dex] to hit, reach 5 ft., one target. Hit: 1d8 + [Str/Dex] piercing damage plus 5d12 lightning or fire damage.
  • Spellcasting: The gauntlet has 10 charges and regains 1d6+4 expended charges daily at dawn.
    • Thorn Whip: (1 charge, as an action).
    • Entangle: (2 charges, DC 18 Strength save).
    • Healing Word: (Expending 1 charge per spell level, up to 4th level).
  • Master Forger: You have advantage on all Intelligence (History) and (Investigation) checks made to identify or create forgeries.
  • Stone Sense: You have tremorsense out to a range of 30 feet as long as you are touching a stone surface.
  • Syntax Note: This merged item occupies only the “Hands” slot, freeing the “Shield” and “Staff” slots for other equipment.

Knave (2nd Edition)

Unique Name: The Labyrinth’s Grip

  • Item Type: Tool / Weapon (Merged)
  • Slots Occupied: 1 (Magical condensation).
  • Defense Bonus: +3
  • Attack Bonus: +5 (Tier 5 accuracy).
  • Damage: d8 (Piercing) + d12 (Tier Die).
  • Qualities:
    • Forgery: The wielder may spend 10 minutes to create a perfect duplicate of any mundane document they possess. No roll is required for the mimicry to be physically perfect.
    • Stunning Blow: On a roll of 18-20, the target is stunned for 1 round.
    • Plant Command: Once per day, the wielder may cast a version of “Command” that only targets trees or vines, causing them to create a barrier or bridge.
  • True Name Vision: By spending a turn in concentration, the wielder learns the species and current health points of any creature they can see.
  • Syntax Note: Repairs for this item must be made using 1,000 gold pieces worth of rare materials and a full week of downtime in a specialized forge.

Fate (Core System)

Unique Name: The Singularity of the Loom

  • High Concept: Legendary Shamanic Gauntlet of the Fivefold Path
  • Aspects:
    • The Paper Remembers Every Lie
    • Primal Fury of the Twisted Treant
    • Myrmocite Elemental Bulwark
  • Stunts:
    • Weave the Twin: Once per session, you may spend a Fate Point to instantly create a perfect physical duplicate of any non-magical document or small object you have handled. This forgery is indistinguishable from the original, even under intense scrutiny.
    • Fury of the Labyrinth: Because you wield the Silent Storm 842, you gain a +2 to Attack rolls when using the retractable beak-blade in natural or overgrown environments. On a tie, you may choose to provide the “Restrained by Thorns” situational aspect to the target instead of a boost.
    • Stone-Shaper’s Intuition: You may use your Notice or Investigate skill to “listen” to the spirits of stone and wood. You gain a +2 bonus when attempting to find hidden passages, traps, or structural weaknesses in buildings or caverns.
  • Weapon Rating: 3 (Piercing)
  • Armor Rating: 2 (Elemental Resistance)

Numenera & Cypher System

Unique Name: The Trans-Dimensional Resonator

  • Level: 8 (Artifact)
  • Form: A heavy, organic-looking bracer of shifting iridescent plates and writhing wooden fibers.
  • Effect (Passive): The wearer gains a +2 bonus to Armor against all elemental damage (Fire, Cold, Electricity, and Acid).
  • Effect (Active – 3 Intellect points): The user activates the “Whisper of the World-Soul.” For the next ten minutes, the user has an asset on all tasks involving deception, forgery, or sensing the history and function of numenera and artifacts.
  • Effect (Active – 5 Might points): The user triggers the “Fury of the Labyrinth.” The retractable blade extends, crackling with energy. The next melee attack deals 8 points of damage (piercing). If the attack hits, the target must succeed on a Might defense roll (Difficulty 6) or be stunned and unable to act for one round.
  • Effect (Active – 10-minute Ritual): The user can create a “duplicate” of a non-magical, non-technological object of Level 3 or lower. The duplicate lasts indefinitely but lacks any specialized chemical or magical properties of the original.
  • Depletion: 1 in 1d100 (Check only after using a 5-point Might effect).

Pathfinder (2nd Edition)

Unique Name: The Sovereign Talon of Saṃsāra

  • Item 20: Uncommon, Artifact, Conjuration, Divination, Magical
  • Usage: worn (1 hand); Bulk: L
  • Base Statistics:
    • AC Bonus: +3 Item Bonus to AC.
    • Resistances: Resistance 15 to Fire, Cold, Electricity, and Acid.
  • Striking Power: The gauntlet functions as a +3 major striking flaming frost shock wounding weapon. The base damage is 4d8 Piercing.
  • Activate [Three Actions] (Envision, Interact): “Weave the Twin.” You perform a 10-minute ritual to forge a document. The DC to recognize the forgery is equal to your Spell DC or a fixed DC of 45.
  • Activate [Two Actions] (Concentrate): “Thornwood Entanglement.” You cast a 10th-level Nature’s Envelopment (DC 42). The vines are infused with the element of your choice, dealing an additional 5d12 damage of that type to creatures restrained by them.
  • Stone’s Intuition: You gain a +4 item bonus to Perception checks to find secret doors or traps made of stone or wood, and you can sense the presence of minerals within 60 feet.

Savage Worlds (Adventure Edition)

Unique Name: The Primal Engine of Deceit

  • Type: Legendary Relic (Gauntlet)
  • Armor: +4 (Toughness)
  • Elemental Resistance: The wearer receives a +4 bonus to all Vigor rolls to resist environmental effects (Heat, Cold, Lightning) and takes half damage from elemental attacks.
  • Powers: The gauntlet has 30 Power Points and allows the use of the following powers using the wearer’s Smarts or Spirit (whichever is higher) as the arcane skill:
    • Entangle: (2 PP; Trapping: Thorny vines).
    • Bolt: (1-3 PP; Trapping: Retractable beak-blade firing arcs of lightning).
    • Object Reading: (2 PP; Trapping: Shamanic whispers from the item’s spirit).
    • Healing: (3 PP; Trapping: Restorative sap and nature’s touch).
  • Special Abilities:
    • Master Forger: The wielder gains a +2 bonus to Academics or Thievery rolls involving the creation or detection of forged documents.
    • Elemental Strike: Once per turn, the wielder may spend 2 Power Points to add +2d6 damage of a chosen elemental type to a successful Fighting attack.
  • Note: This item is considered “Merged,” occupying only one Hand slot despite its multiple functions.

Shadowrun (6th World)

Unique Name: The Awakened Matrix-Cutter

  • Type: Weapon/Focus (Gauntlet)
  • Rating: 5 (Power Focus / Qi Focus)
  • Reach: 1
  • Damage: 4P (Physical)
  • Attack Rating: 10/8/—/—/—
  • Armor Piercing (AP): -2
  • Special Abilities:
    • Astral Forgery: The focus adds its Rating (5) to all Con or Performance tests involving physical or digital documentation. It can “read” the astral signature of a signature to create a spiritually perfect counterfeit.
    • Elemental Strike: When used in melee, the wielder may spend a Minor Action to sheath the beak-blade in Electricity or Acid, adding +3 to the Damage Value for that attack.
    • Thorn-Wire Ensnarement: As a Major Action, the wielder may channel mana to sprout physical, thorny vines from the floor. This acts as a localized “Binding” spell using the wielder’s Magic + Tradition attribute.
  • Resilience: The Myrmocite plating adds +2 to the user’s Defense Rating against all elemental-based spells or weapons.
  • Syntax Note: This item counts as a single “Bonded” focus, occupying only one slot in the user’s astral limit despite its multi-functional nature.

Starfinder (1st Edition)

Unique Name: The Xenotech Resonator Arm

  • Item Type: Hybrid Item (Worn, Hand)
  • Level: 15
  • Price: 110,000 Credits
  • Bulk: L
  • Weapon Stats:
    • Damage: 4d8 P (Piercing)
    • Critical: Staggered (DC 22 Fortitude save)
  • Hybrid Properties:
    • Environmental Protection: The Myrmocite-Dragon blood fusion provides a permanent Resistance 10 to Acid, Cold, Electricity, and Fire. This stacks with standard armor protections.
    • Bio-Mechanical Forgery: The Tunguska bone tools use nano-analysis to replicate any physical seal or handwritten signature. The user receives a +4 insight bonus to Computers and Culture checks involving document manipulation.
    • Fae Labyrinth Tech: Once per day, the user can activate the “Entangling Roots” function. This creates a 20-foot-radius spread of thorny nanites that functions as the entangle spell (DC 22 Reflex save).
  • Usage: 2 charges per Elemental Strike.
  • Capacity: 40 (Recharged by a high-output battery).

Traveller (Mongoose 2nd Edition)

Unique Name: The Ancient’s Manifold Talon

  • Tech Level: 15 (Ancient Artifact)
  • Mass: 2 kg
  • Cost: Cr 750,000 (Black Market estimate)
  • Weapon Damage: 3D+6 (Piercing)
  • Armor Piercing (AP): 5
  • Special Mechanics:
    • Psychometric Analysis: By handling a document or physical object for 1D minutes, the user gains a DM+4 to any check regarding the item’s origin, the author’s identity, or the emotional context of its creation.
    • Elemental Discharge: Before making a Melee (Unarmed or Blade) attack, the user may trigger a thermal or electrical burst. This adds +1D damage and ignores 2 additional points of Armor.
    • Structural Weakness: Using the “Stone Sense” ability, the user gains a DM+2 to Tactics or Engineering checks when attempting to breach a bulkhead, disable a ground vehicle, or collapse a stone structure.
  • Maintenance: This item does not require power cells but must be “attuned” through a 10-minute meditation before its special traits can be used for the day.

Warhammer (WFRP 4th Edition)

Unique Name: The Gauntlet of the Warp-Weaver

  • Item Type: Melee (Exotic), Arcane Tool
  • Availability: Rare (Legendary)
  • Encumbrance: 1
  • Damage: SB + 10 (Piercing)
  • Qualities: Puncture, Stunning, Magical, Fine.
  • Warp-Infused Abilities:
    • The Shaman’s Deception: The wielder gains a +30 bonus to all Trade (Calligrapher) or Secret Signs tests. By channeling the “Weaver,” they can make a document feel “Lawful” to any official who inspects it.
    • Thornwood Wrath: As an action, the wielder may make a Challenging (+0) Language (Magick) test to summon thorny vines from the earth. This functions as a “Tentacle” attack with a Strength of 60.
    • Dwarven Earth-Bond: The wielder gains a +10 bonus to all Perception tests involving stonework, mines, or underground navigation. Additionally, they gain a 5+ Ward save against elemental-based damage.
  • The Cost of Power: Each time the wielder uses an active magic ability (such as the Thornwood Wrath), they must roll on the Minor Miscast table, as the chaotic Fae energies struggle against the order of the runes.
  • Syntax Note: This item is a “Merged” artifact; it counts only as a single hand-worn weapon and does not prevent the wielder from holding a staff or shield in the other hand.