Lore
The Chronos-Aether Pillar 9942 is a singular relic born from the ultimate synthesis of celestial guidance, star-forged weaponry, and the brutal harmonic mastery of the Obsidian Alchemists. During the “Convergence of the Great Alignment,” it was realized that the star-rot and the shifting tides of the spirit realm were merely two different frequencies of the same cosmic imbalance. To address this, the “She-Who-Catches-the-Vapor” collaborated with the Firetenders of Korra-Shar to merge the Staff of Celestial Harmony and the Dream 512 into the kinetic framework of the Aether-Forge Resonators, finally quenching the entire assembly in the liquified essence of Xyronium Starfall Arrows. The resulting object is a “World-Hammer,” a tool designed to reshape reality itself by treating the multiverse as raw material for the divine forge.
Description
This Tier 5 artifact manifests as a massive, 6-foot staff-like pillar crafted from polished white-wood that has been magically bonded into a dense obsidian-glass matrix. The silver-metallic threads of the Resonators now weave tightly around the Staff’s celestial carvings, pulsing with a brilliant, shifting azure and gold radiance. At the apex, the Staff’s faceted gem has merged with the Starfall celestial fragments and the 512’s sea-glass, forming a “Heart of the Void”—a spinning, prismatic core that trails shimmering stardust. The base of the pillar is capped in pure Xyronium, which hums with the heavy, rhythmic pulse of a cosmic forge-hammer. When held, the air smells of night-blooming jasmine, ozone, and the cold, sharp scent of falling stars.
Stats
- Tier: 5
- Durability: 500/500
- Attribute Modifiers: Strength +10, Endurance +8, Intelligence +6
- Damage Modifier: Strikes deal an additional +5d12 radiant force damage and +2d6 fire damage.
- Resistances: Immunity to all non-magical damage; resistance to arcane, force, and radiant damage.
- Ammunition: The pillar inherently generates its own Xyronium-infused star-shards for ranged displacement.
Skills Gained While Openly Worn
- Grandmaster Oneiric Smithing: You can repair or forge any item up to Tier 5; you perceive the “true name” of any manufactured object or construct instantly.
- Divine Harmonic Sight: You possess absolute True Sight out to 120 feet, allowing you to see through all illusions, invisibility, and the “mood” of spirits across all planes of existence.
- Celestial Archery Mastery: You can use the pillar to launch radiant Starfall shards with the precision of a legendary archer, using your highest combat skill for the roll.
Tags
Tier 5, Obsidian-Whitewood, Celestial, Harmonic-Breaker, Oneiromancy, Xyronium-Infused, Starfall, Divine-Protection, World-Forge, Legendary-Relic, Anti-Magic, Reality-Shaper, Resonant-Core, Prismatic-Vision, Absolute-Balance, Celestial-Pillar, Star-Hammer, Soul-Forge, Prismatic-Matrix, Abyssal-Whitewood, Reality-Anchor, Void-Resonator, Chronos-Lattice, Divine-Siphon, Astral-Anvil, Aetheric-Aegis
Multiple Passives Magic
- The Sovereign’s Halo: A constant 30-foot aura of shimmering stardust surrounds the wielder. Allies within this radius receive a +5 bonus to AC and regain 4d6 + modifier hit points at the start of their turns. Hostile creatures find the air thick and heavy, suffering a -2 penalty to all attack rolls.
- Subconscious Forge-Link: The wielder requires no sleep, as the item processes their subconscious in real-time. This grants the wielder a permanent +3 bonus to all saving throws against mental or emotional influence.
- Aetheric Absorption: Every magical attack directed at the wielder is absorbed by the obsidian-silver lattice. This stores “Potential Resonance,” reducing the cost of the item’s Active Magics for the duration of the encounter.
Multiple Active Magics
- Shatter the Veiled Sun (3 uses/day): The wielder slams the pillar into the ground. A 60-foot wave of radiant, seismic force erupts, dealing massive radiant and force damage. Any spell, ward, or barrier of Tier 5 or lower in the area is instantly erased from existence.
- Hand of the Architect (2/day): For one minute, the wielder can physically grasp and “re-shape” the environment or magical energy. This allows the wielder to catch a spell and “forge” it into a temporary Tier 4 magical item or a permanent physical structure (up to a 20-foot cube).
- Visions of the First Tone (1/day): The wielder reveals the “Heart of the Void” gem. All creatures within line of sight must succeed on a Tier 5 mental resistance check or be permanently Charmed or Incapacitated by the overwhelming Awe of the multiverse’s creation.
Specific Slot
Weapon (Staff-Pillar; requires both hands to wield effectively in combat, but can be carried as a worn item on the back slot).
Structural Integrity and Restoration of the Chronos-Aether Pillar 9942
The Chronos-Aether Pillar 9942 possesses a unified total of 600 Hit Points as a Tier 5 legendary artifact. This durability represents the magically bonded obsidian-whitewood core, the Xyronium-capped base, and the stabilized “Heart of the Void” gem.
- Disabling the Magic: To successfully disable the item’s magical properties, an attacker must specifically target the Pillar and overcome its 600 HP. Because this is a Tier 5 item, its AC for a targeted attack is calculated as the wielder’s AC plus 5 (the tier level) plus the roll of the wielder’s tier die (5d12). If the Pillar is reduced to 0 HP, it is destroyed, and its original component parts—the Aether Forge Resonators 8193, Dream 512, Staff of Celestial Harmony, and Xyronium Starfall Arrows—are dropped in a broken, mundane state.
- Physical Degradation: As hit points are lost, the visual and auditory majesty of the item fails. The silver threads snap and hang limp, the “Heart of the Void” gem stops spinning and dims to a dull gray, and the scent of jasmine is replaced by the smell of scorched wood and cold glass. The constant celestial hum turns into a high-pitched, agonizing whistle.
- Repair Process: General repair methods or standard Tier 1-4 forges are incapable of mending a Tier 5 artifact. Restoration requires a Universal Harmonic Alignment performed within a Grandmaster Magi-Steam Forge.
- Materials for Repair: Restoration necessitates 50 lbs of refined Xyronium, 10 phials of Liquid Aether, and 3 Soul Crystals of Tier 4 or higher to act as spiritual stabilizers (costing approximately 25,000 GP in rare materials).
- Restoration Requirements: A team consisting of a Master Blacksmith, a Master Alchemist, and a Tier 5 Weaver must work in perfect synchronization. The Blacksmith must re-bond the obsidian and whitewood while the Alchemist reinscribes the silver-metallic lattice with an Etching Needle of Va-Lin. Simultaneously, the Weaver must perform a 12-hour “Song of the Between-World” to coax the spirits back into the sea-glass and Xyronium.
- Final Attunement: Once the physical and spiritual structures are mended, the wielder must take the Pillar to a Celestial Sanctuary during a lunar eclipse. They must strike the Xyronium base against a sacred altar exactly 99 times in a rhythmic cadence. Only upon the 99th strike will the “Heart of the Void” reignite, restoring the Pillar to its full Tier 5 functionality.
Acquisition and Procurement of the Chronos-Aether Pillar 9942
The Chronos-Aether Pillar 9942 is a Tier 5 artifact of world-shaping significance, and as such, it cannot be found through conventional means. In the world of Saṃsāra, a relic of this magnitude is typically the centerpiece of a geopolitical era or the final prize of a multi-generational quest.
- The Rite of the World-Forge: The most common method of obtaining the Pillar is through the direct merging of its four constituent Tier 1 and Tier 2 artifacts. This requires a character of Tier 5 status to gather the Aether Forge Resonators 8193, the Dream 512 of Radiant Omens, the Staff of Celestial Harmony, and a pristine bundle of Xyronium Starfall Arrows. The act of merging these items is a legendary feat of “Oneiric Smithing” that often serves as a character’s ascension to master-level influence within the 73 island nations.
- Reclamation from the Astral Vaults: Legends suggest that a single completed Pillar is kept in stasis within the Archives of the First Tone, a floating sanctuary that only becomes visible during a total solar eclipse in the month of Sharus. To reclaim it, a party must navigate a “Deathly Area” where AC is zero and prove their harmonic alignment to the celestial guardians.
- Sovereign Bestowal: On rare occasions, a unified Monarchy of a major island nation may bestow the Pillar upon a Tier 5 champion who has prevented a “Star-Rot” cataclysm. This is a political and religious event of the highest order, often accompanied by a “Title of Power and Skill” such as Architect of the Harmonious Void.
Venues for Purchase and Sale
Because the Pillar is a Tier 5 item, it is essentially “priceless.” No standard merchant in a walled town or port city possesses the capital or the security to handle such an object. Transactions involving the Pillar are handled in the most exclusive and magically saturated locations in Saṃsāra.
- The Celestial High-Sanctum (Divine/Legal):
- Located atop the highest peaks of the southern archipelagoes, these sanctums are managed by avatars of Gaialilith’s direct lineage.
- Buying/Selling Process: This is an “Exchange of Sovereignty.” To buy, one must provide not only gold but also “Renown Points” exceeding 1,000 and a pledge of service to the celestial balance.
- Cost: 150,000 to 200,000 Gold Pieces (GP) or 15,000 to 20,000 Platinum.
- Trade-In Value: 80,000 GP in raw Xyronium and high-tier Soul Crystals.
- The Void-Walker’s Empyrean Market (Neutral/Planar):
- A shifting marketplace that exists between the physical world and the VaporSphere eclipse shadow. It is accessible only by Tier 5 airships or advanced teleportation.
- Buying/Selling Process: Trade here is conducted through “Essence Barter.” The merchants, often extra-planar entities, value the Pillar for its ability to stabilize chaotic dimensions.
- Cost: 130,000 to 160,000 GP (often paid in Rhodium coins or rare artifacts of equivalent tier).
- Trade-In Value: 65,000 GP in “Trade Credits” recognized by the World Bank across all planes.
- The Abyssal-Forge Black Market (Illegal/Hidden):
- Located in the deepest, dark cave systems beneath the industrial megacities. This market is run by renegade Alchemists and Tier 5 “Rule Breakers.”
- Buying/Selling Process: Transactions are “Buyer Beware” in the extreme. There is a risk that the Pillar’s harmonic frequency has been “poisoned” to track the new owner.
- Cost: 90,000 to 110,000 GP. The lower price reflects the extreme danger of possessing a “stolen” celestial relic and the potential for a “Guild Bounty” to be placed on the wielder.
- Trade-In Value: 45,000 GP (No questions asked; usually paid in untraceable raw gemstones or “Liquid Aether”).
- The World Bank Grand Auction (Public/Formal):
- Held once every decade in the Central City, this event is overseen by the God of Commerce.
- Buying/Selling Process: A formal bidding war between the wealthiest Monarchs and Guild Masters of Saṃsāra. The wielder’s Mind’s Eye displays the bids in real-time.
- Cost: 250,000+ GP. Bidding often escalates beyond gold into the trade of entire islands or permanent tax exemptions.
- Trade-In Value: 100,000 GP (The World Bank takes a 1% transaction fee, but provides a new “Legendary Calendar” and a choice of a Tier 5 self-recharging tool).
Tactical Roleplay of the Chronos-Aether Pillar 9942 in Saṃsāra
The Chronos-Aether Pillar 9942 is an instrument of absolute cosmic authority. Wielding it is not merely a physical act but a performance of reality-shaping power. Because it merges the defensive serenity of the celestial realms with the brutal kinetic force of the Aether-Forge, its roleplay reflects a constant state of “Harmonious Violence.”
High-Altitude Metropolises and Floating Cities
In the skyscrapers and open-air docks of the island nations, the Pillar resonates with the thin, magic-rich air of the upper atmosphere.
- Offense: During an aerial boarding action or a duel atop a Zephyrstone spire, the wielder uses the Pillar to “anchor” the wind. They roleplay the Shatter the Veiled Sun by slamming the Xyronium base into the deck, causing a ripple of force that de-tunes the engines of enemy airships. The user describes the silver threads glowing a blinding azure as the Pillar’s “Heart of the Void” gem drinks in the surrounding starlight to fuel a massive, radiant blast.
- Defense: When targeted by high-tier arcane cannons, the wielder roleplays the Hand of the Architect. They reach out with the Pillar, catching the incoming magical beam as if it were a physical, molten rod. The user describes the tactile sensation of the spell solidifying, then physically “forging” that energy into a shimmering, temporary shield of hardened glass that protects the entire flight deck.
Deep Ocean Civilizations and Underwater Habitats
Under the crushing pressure of the endless ocean, the Pillar’s Xyronium-capped base and celestial wood provide a stable pocket of terrestrial reality.
- Offense: Against abyssal monstrosities or rogue submersible constructs, the wielder utilizes Harmonic-Breaker strikes. They roleplay the sensation of the Pillar’s vibrations traveling through the water like a sonar ping. The user describes the Xyronium cap striking the target’s energetic frequency, causing the creature’s internal magic to “cavitate” and shatter, turning a terrifying beast into a cloud of inert, non-magical soot.
- Defense: Within an underwater dome, the wielder relies on the Sovereign’s Halo. As the pressure of the deep sea threatens a cracked hull, they roleplay a meditative stance, the Pillar humming with a deep, sea-shell resonance. The user describes the stardust aura reinforcing the barrier, the shimmering motes of light filling the cracks and providing temporary “HP” to the structure itself while calming the panicked citizens within the 30-foot radius.
Volcanic Ridges and Basalt Industrial Zones
In the heat and soot of the Forge-Ports, the Pillar’s Kinetic-Arcane Synthesis is at its peak, drawing power from the rhythmic hammers of industry.
- Offense: When confronting a corrupted Shield-Forger or a Tier 5 rogue alchemist, the wielder roleplays “Offensive Empathy.” Using the Divine Harmonic Sight, they perceive the exact “flaw” in the enemy’s obsidian armor. The user describes the Pillar flaring with the scent of ozone and sweet ash as they deliver a strike that doesn’t just hit the armor, but “un-weaves” the silver threads holding the opponent’s gear together.
- Defense: Amidst a volcanic eruption or a forge-fire, the wielder stands untouched. They roleplay the Subconscious Forge-Link, describing a state of absolute focus where time seems to slow. The user ignores the searing heat (due to Tier 5 immunity) and describes the Pillar absorbing the kinetic force of falling basalt pillars, converting the destruction into “Potential Resonance” that keeps the white-wood cool and radiant.
Chaos Dungeons and Spirit-Rich Wilderness
In areas where the “Month of Soft Eyelids” has left the boundary between worlds thin, the Pillar acts as a beacon of terrestrial order.
- Offense: Against blight-born spirits or entities from the Void, the wielder invokes Visions of the First Tone. They do not swing the Pillar; they simply unveil the central gem. The user roleplays describing a “dream of a city built of frozen hopes,” forcing the chaos-entity to perceive the absolute, terrifying beauty of a balanced universe. The target is described as falling into a “trance-lock,” incapacitated by the cosmic scale of the vision.
- Defense: While navigating a “Deathly Area” of a chaos dungeon, the wielder roleplays the Oneiric Literacy skill. As invisible traps or spiritual anomalies attempt to ensnare the party, the user describes the Pillar’s silver threads vibrating at a specific pitch, “pulling” their hands toward the danger. They roleplay the celestial light of the Pillar cutting through the “blue-sickness” of the dungeon, revealing the safe path as a glowing trail of vapor that only those within the Sovereign’s Halo can see.

Perception of Activation: Chronos-Aether Pillar 9942
User’s Perspective
- Sight: The obsidian base deepens into a true void while the white-wood core radiates a brilliant, solar gold. The silver threads become blinding conduits of azure light, and the “Heart of the Void” gem at the apex spins into a prismatic blur, trailing physical motes of stardust that hang in the air like tiny, suspended diamonds.
- Sound: You hear a thunderous, rhythmic “thrum-thrum” of a cosmic forge-hammer that vibrates your very soul, overlaid with the high-pitched, melodic singing of the spheres and the gentle, crystalline chiming of celestial bells.
- Touch: A surge of invigorating, weightless pressure flows from the Pillar into your arms. The handle remains perfectly cool and smooth, despite the visual intensity of the light, and you feel a stable, hearth-like warmth radiating from the Xyronium base.
- Smell: A complex atmosphere envelops you: the sharp, metallic scent of ozone and heated copper, the sweet, heavy perfume of night-blooming jasmine, and the clean, cold aroma of a winter night following a star-shower.
- Taste: A persistent, refreshing taste of sweet nectar and “honeyed rain” lingers on the back of your tongue, accompanied by a faint metallic tang like energized air.
Observer’s Perspective
- Sight: The wielder appears to stand at the center of a 30-foot shimmering sphere of aurora-like light. The Pillar distorts the air around it like extreme heat, and the wielder’s silhouette becomes a majestic, luminous figure surrounded by lazily drifting “star-motes.”
- Sound: Ambient noise in the area is suddenly dampened, replaced by a low-frequency hum that vibrates in the teeth of those nearby and the occasional, distant ringing of a hammer on a master-anvil.
- Touch: Observers within the 30-foot halo feel a sudden rise in barometric pressure and a reassuring, gentle warmth, as if they are standing in direct, midday sunlight during a cool spring day.
- Smell: Those nearby catch a pleasant, fleeting scent of rain, fresh-cut white-wood, and tropical flowers.
Extra-Sensory Perceptions
- Architect’s Intuition: Your Mind’s Eye is flooded with a geometric, “blue-print” visualization of the surrounding 120 feet. You perceive the structural integrity of buildings, the mechanical flow of steam-engines, and the exact “harmonic flaws” in any nearby magical barriers or items.
- Oneiric Web: You feel the collective emotional state of every being within the stardust aura. Their hidden hopes, fears, and subconscious desires manifest as soft, glowing trails of vapor, allowing you to anticipate their intent before they move.
- Timeless Pulse: Your perception of time dilates. Each second feels like a spacious minute of cosmic significance, providing ample mental space to calculate complex choices, though your physical movements appear to observers to have a slight, “ghostly” delay.
- Planar Resonance: You can “hear” the vibrations of the VaporSphere and the neighboring moons, granting you an absolute sense of North and your precise location within the 73 island nations.
Positives
- Absolute Clarity: The combination of True Sight and Architect’s Intuition removes all doubt, allowing for perfect strategic execution in both combat and crafting.
- Indomitable Presence: The aura provides immense defensive and restorative benefits to allies while simultaneously sapping the will and accuracy of hostile forces through sheer religious awe.
- Universal Mastery: The item’s ability to treat magic as a physical material allows the wielder to neutralize threats that would be untouchable to lesser tiers.
Negatives
- Sensory Overload: The intensity of the “Oneiric Web” can lead to emotional bleed, where the wielder momentarily confuses a stranger’s sorrow or joy with their own.
- Trance-Lock Risk: The “Timeless Pulse” is so captivating that a wielder may become fascinated by a single moment of cosmic beauty, potentially failing to react to a fast-moving physical threat outside their immediate focus.
- Beacon of the Void: The activation is so radiant and magically loud that it can be sensed by high-tier entities across the entire island country, making stealth or anonymity impossible.
Rite of the Universal Architect: Forging the Chronos-Aether Pillar 9942
Items Merged
- Aether Forge Resonators 8193 (Tier 2): The obsidian and silver-thread gauntlets providing the harmonic-breaking kinetic core.
- Dream 512 of Radiant Omens (Tier 1): The moon-moth silk and sea-glass circlet providing the oneiric bridge and spiritual intuition.
- Staff of Celestial Harmony (Tier 1): The whitewood and celestial gem providing the restorative aura and divine spellcasting focus.
- Xyronium Starfall Arrows (Tier 1): A full bundle of 20 arrows providing the celestial shards and Xyronium quenching-essence.
Additional Materials Needed
- 50 lbs of Refined Xyronium Ingots: For capping the base and reinforcing the internal structural lattice.
- 10 Phials of Liquid Aether: High-potency fuel to bond the celestial wood to the obsidian glass.
- 1 Pint of Leviathan Oil: A cooling agent to stabilize the pressure of merging four distinct magical signatures.
- 5 lbs of Silver-Metallic Thread: For weaving the expanded resonance network across the length of the pillar.
- 3 Soul Crystals (Tier 4): To act as planar anchors during the high-intensity binding phase.
Tools Required
- The Grandmaster Magi-Steam Forge: A high-pressure industrial forge capable of stabilizing Tier 5 arcane flows.
- Etching Needle of Va-Lin: For micro-inscribing the unified “World-Forge” runes into the silver-thread.
- Resonance Bellows: To provide a continuous air-pulse tuned to the “First Tone” of Saṃsāra.
- Soul-Temper Basin: A massive stone vat for the final, rhythmic quenching ritual.
- Moon-Phase Dial: To ensure the final strike occurs at the exact zenith of a celestial alignment.
Skill Requirements
- Master Blacksmithing (Tier 5 Proficiency): To fuse whitewood and obsidian into a single unbreakable matrix.
- Grandmaster Alchemical Harmonics: To calibrate the combined frequencies of the Resonator spheres, the Celestial gem, and the Sea-glass.
- Lore (Oneiromancy): To prevent the dream-spirits from dissipating during the intense heat of the forge.
- Rhythmic Chanting (Kwe-Va Tradition): Essential to maintain the “Pulse of Korrath” for the duration of the 15-day crafting cycle.
Crafting Steps
- The Stripping of the Vessels: Place the Staff of Celestial Harmony and the Aether-Forge Resonators into the Magi-Steam Forge. Use the Liquid Aether to soften the obsidian until it flows like honey, wrapping it around the whitewood core.
- The Weaving of the Star-Path: Un-weave the silver-metallic threads from the gauntlets and the Dream 512. Re-weave them in a singular, continuous lattice that spans the entire 6-foot length of the pillar, securing the 13 crystal spheres along the shaft.
- The Celestial Setting: Use the Etching Needle to create a socket at the apex. Melt the Xyronium Starfall Arrows into a liquid star-solution and use it to bond the Staff’s gem, the Starfall fragments, and the 512’s sea-glass into the “Heart of the Void” prismatic core.
- The Xyronium Capping: Forge the 50 lbs of Xyronium into a heavy, reinforced cap. This is fitted to the base of the pillar to act as the primary kinetic conductor for the forge-hammer pulse.
- The Heartbeat Alignment: Place the three Tier 4 Soul Crystals into the internal chambers of the pillar. Use the Resonance Bellows to force air through the silver lattice, matching the pitch of the bellows to the “First Tone” until the item begins to hum with a unified celestial resonance.
- The Grand Quench: Once the entire pillar glows with a bruised purple and radiant gold light, plunge it into the Soul-Temper Basin filled with Leviathan Oil and volcanic salt. The crafter must perform a continuous Kwe-Va chant for 12 hours as the steam rises in auroric patterns.
- The Final Strike: To finalize the merge, the wielder must strike the Xyronium base against a master-crafted anvil 99 times. On the 99th strike, the “Heart of the Void” will ignite, and the scent of jasmine and ozone will signal the completion of the Chronos-Aether Pillar 9942.
Big-Hitting-Light and Sleep-Walker
In the time-of-many-forefathers, when the dirt of the world was still wet from the mouth of the Earth-Mother, the sky became sick with a great illness. The stars cried pieces of burning-ice, and the air smelled of bad-meat and wrong-sounds. This was the coming of the Sky-Rot, the shadow-that-un-makes-the-shape-of-things. The people who lived in the hot-mountain-spit, who are known in the old-scratches as the Keepers-of-the-Fire, hit their anvils with great anger, but their hammers could only break things that had skin and bone. The Sky-Rot had no skin. It was made of empty-wind and backwards-magic. The fighters of the hot-mountain wore the Singing-Arms, the heavy-black-glass-hands wrapped in silver-hair, but even these strong arms could not catch the backwards-magic, for the rot was too big.
In the far-water-places, where the bugs-with-moon-wings fly over the glowing-salt-water, lived the people of the heavy-eyes. Their leader was a woman-who-is-called She-Who-Walks-In-Sleep. She wore the circle-of-water-glass on her thinking-flesh. This circle was made from the whiskers of the ocean-cats and the spit of the moon-bugs. It showed her the bright-omens of the spirit-paths. She saw the Sky-Rot in her sleep-visions and her eyes leaked salt-water because the beauty of the world was being eaten. She said to her people, “The harmony-song is broken. The music of the high-ones is bleeding from the sky. We must take the white-branch-of-peace, the stick-that-heals, and we must marry it to the black-stone-of-hitting.”
She gathered the white-branch, which was a gift from the sky-dwellers who speak in chimes, and she walked across the big-water on a path of sleeping-fish until she reached the hot-mountain. There, she met the Forgemaster, the man whose hands were permanently bonded to the silver-hair of the Singing-Arms. The Forgemaster looked at her white-branch and her circle-of-water-glass. He spoke with a voice like heavy rocks grinding together in the deep dark. He said, “You bring soft-things to a place of hard-hitting. The Sky-Rot eats the soft-things. It laughs at your flower-smells and your sleep-visions. We need more sharp-killing, not more sleep-walking.”
She-Who-Walks-In-Sleep shook her head, causing the water-glass on her brow to throw blue-light against the soot-stained walls of the mountain. She spoke the words of the deep-knowing. “Soft-things can hold the water, hard-things only break the cup. The Sky-Rot is a bad-song. You cannot cut a song with an axe. You must sing a louder, heavier song. We must make the One-Stick-That-Is-All. The Stick-of-Many-Numbers.”
The Forgemaster saw the truth-light in her water-glass. He called for the Alchemists of the Many-Eyes. They brought the liquid-sky-breath to cool the fires, and they brought the burning-ice-spikes that had fallen from the sick sky, the arrows made of the heavy-star-metal. The forging took three-hands of sun-ups and sun-downs. It was a time of great suffering and sweat-that-burns.
First, the Forgemaster boiled the black-stone of his own Singing-Arms until the glass was like hot-mud. He wrapped the hot-mud around the white-branch-of-peace. The branch did not burn, because the harmony-song inside it pushed the fire away, making a marriage of hot-destruction and cold-healing. Then, the Weaver took the silver-hair from the gauntlets and the moon-bug-silk from her head-circle. She braided them together while singing the song-of-no-words, weaving a net of lightning-threads all up and down the black-and-white stick.
The Alchemists tied the thirteen crystal-eyes into the silver-hair. At the top, where the head of the stick sits, they placed the water-glass from the Weaver’s brow, the harmony-stone from the white-branch, and the melted burning-ice-spikes. They crushed them together using the weight of the whole mountain, forming the Empty-Middle-That-Is-Full. At the bottom, they poured the rest of the heavy-star-metal to make a striking-foot that could dent the earth. They quenched the great stick in the oil of the deep-sea-monster and the tears of the Weaver. When the steam rose, it was not white, but the color of a bruised plum, and it smelled of night-flowers and lightning.
Before they could rest, the Sky-Rot came to the door of the hot-mountain. It looked like a giant hound made of screams and absent-light. The normal fighters hit it, but their weapons turned into grey-sand. The Sky-Rot breathed a fire that was cold and made people forget the faces of their own mothers.
Then, the Forgemaster-Weaver stepped out from the smoke. He held the Stick-of-Many-Numbers with two hands. The stick woke up. The smell of flower-water and lightning-burn filled the noses of the crying-people, washing away the bad-meat smell of the monster. The thirteen crystal-eyes spun like dizzy-birds, throwing colors that do not belong on the ground. The Empty-Middle-That-Is-Full threw out a halo of star-dust that made the Sky-Rot close its non-eyes in pain. The Forgemaster-Weaver hit the dirt with the heavy-star-metal bottom of the stick.
A wave of heavy-light washed the rocks. The sound was like a giant bell ringing inside the bones of everyone who stood there. The Sky-Rot tried to throw a spell-of-un-making, a ball of green-hate that un-weaves the world. The Forgemaster-Weaver reached out with his free hand, the silver-hair on his skin glowing to match the stick, and he caught the green-hate like it was a thrown piece of fruit. He squeezed his hand, and the green-hate turned into a block of harmless, warm glass.
Then, the Forgemaster-Weaver lifted the stick high and uncovered the top-stone. The Empty-Middle-That-Is-Full showed the Sky-Rot the dream-of-the-first-morning. The monster saw the absolute, terrifying beauty of the Earth-Mother’s belly before the rot existed. The Sky-Rot could not hold the big-heavy-wonder inside its empty-wind body. It stopped screaming. It sat down on the rocks. It dissolved into a pile of white-ash and quiet-wind, completely un-made by the maker-stick.
The people of the hot-mountain cheered, but the Forgemaster-Weaver did not hear them. His ears were completely full of the star-song. His eyes saw the trails of ghost-smoke rising from the heads of everyone, showing their hidden-wishes and deep-fears. He was too full of the big-heavy-wonder. He could no longer speak the small-words of daily-bread and trade-coins. He turned his back on the hot-mountain and carried the Stick-of-Many-Numbers away into the place-where-maps-stop, walking until his feet became part of the story-scratches that the wind reads to the stones.
Moral of the story: The hand that holds the weight of the entire sky must forever forget how to hold a simple bowl of soup, because the awe of everything leaves no empty room for the small things of a normal life.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) Unique Name: The Akashic Resonance Pillar
- Item Type: Mythos Artifact and Melee Weapon
- Skill Required: Fighting (Brawl) or Fighting (Polearm)
- Base Damage: 1D8 + Damage Bonus
- Bonus Damage: 1D6 (Radiant/Heat Burn) + 1D6 (Kinetic Force)
- Hit Points: 50 (Incredibly resilient otherworldly material)
- Sanity Cost: 1D4/1D8 upon initial activation due to the overwhelming sensory input of the cosmos.
- Aetheric Sight: The wielder gains a bonus die on Spot Hidden and Cthulhu Mythos rolls to detect invisible or otherworldly entities. The colors of the universe bleed into the wielder’s vision, allowing them to track the lingering residue of magic.
- Harmonic Shatter: By expending 10 Magic Points and 1D4 Sanity, the wielder slams the pillar into the ground. All entities within 10 yards must succeed on a Hard CON roll or be stunned for 1D4 rounds. Any active Mythos spell or gate in the radius faces a direct opposed POW roll against the artifact’s innate POW of 120. If the artifact wins, the magic is instantly shattered and unraveled.
- Visions of the Void: By expending 5 Magic Points, the wielder reveals the spinning gem at the apex. A single target must make an Extreme Sanity roll or become catatonic for 1D10 hours, completely overwhelmed by the majestic terror of creation.
- Subconscious Shielding: While holding the item, the wielder is immune to spells that cause mental control or dream manipulation, as the pillar processes all subconscious threats and negates them before they can take root.
Blades in the Dark Unique Name: The Star-Forged Leviathan Maul
- Item Type: Legendary Arcane Implement and Heavy Weapon
- Load: 3 (Heavy, conspicuous, requires two hands to wield effectively)
- Quality: Mythic (Provides Tier VI effectiveness when resolving actions related to the ghost field, wards, or magical constructs)
- Absolute Potency: When using the Skirmish or Wreck action against spirits, demons, or hull-constructs, the wielder always gains Potency. The physical and arcane destruction is absolute, tearing through ghostly essence as easily as wood.
- Shatter the Ghost-Veil: The wielder may Push Themselves (taking 2 Stress) to completely obliterate a magical ward, ghost door, or summoned entity without needing to roll, treating it as an automatic critical success for the purpose of environmental destruction.
- The Sovereign Aura: By taking 1 Stress, the wielder projects a blinding field of stardust. This acts as a supreme distraction and grants all allies +1d on any Defense roll or Resistance roll made during the current scene.
- Architect of the Streets: During downtime, the wielder may use the pillar to complete any Long-Term Project related to arcane crafting, repair, or tinkering in half the normal required segments, representing the reality-bending forge nature of the weapon.
Dungeons & Dragons (5th Edition) Unique Name: Pillar of the Celestial Architect
- Item Type: Weapon (Maul or Quarterstaff base), Artifact (Requires Attunement by a character of 17th level or higher)
- Weapon Stats: Two-handed, heavy, reach 10 ft. +3 to attack and damage rolls. Base damage is 2d6 bludgeoning.
- Bonus Damage: On a successful hit, the target takes an additional 3d6 radiant damage and 2d6 force damage.
- Defensive Properties: While attuned and holding the pillar, you have immunity to non-magical bludgeoning, piercing, and slashing damage, and resistance to force and radiant damage.
- Divine Harmonic Sight: You gain truesight out to a range of 120 feet and can perceive the emotional state of creatures within 30 feet.
- Sovereign’s Halo: You emit a 30-foot aura of shimmering stardust. You and friendly creatures within this aura gain a +2 bonus to AC and regain 1d6 hit points at the start of each of your turns. Hostile creatures that start their turn in the aura treat the area as difficult terrain and suffer a -1d4 penalty to all attack rolls.
- Shatter the Veiled Sun (Action): Once per day, you strike the ground with the pillar. Each creature within a 60-foot radius must make a DC 22 Constitution saving throw, taking 8d10 force damage and 8d10 radiant damage on a failed save, or half as much on a successful one. Any magical spell, ward, or effect of 8th level or lower in the area is instantly dispelled.
- Hand of the Forge (Reaction): When you are targeted by a spell, you may use your reaction to catch the magic. Roll an ability check using your spellcasting ability (or Strength if you have no spellcasting ability) against a DC of 10 + the spell’s level. On a success, the spell is negated, and you gain temporary hit points equal to five times the spell’s level.
Knave (2nd Edition) Unique Name: World-Maker’s Star-Pillar
- Item Type: Relic Weapon
- Slots: 3 (Requires two hands to carry and wield)
- Armor Bonus: +3 to Defense while actively wielded.
- Damage: d10 bludgeoning + d8 radiant.
- True Sight: The wielder automatically sees through all illusions, invisible creatures, and magical disguises in their line of sight.
- World-Forge Strike: When attacking a physical obstacle, magical barrier, or locked door, the wielder rolls with advantage. On a hit, the barrier is completely obliterated, regardless of its material or magical toughness.
- Stardust Aura: Friendly characters within a stone’s throw of the wielder gain advantage on all saves against magic, fear, and mental manipulation.
- Cosmic Awe (Once per day): The wielder may hold the pillar aloft and reveal the prismatic core. All enemies within sight must make a Wisdom save. Those who fail drop their weapons and fall to their knees, incapacitated by the beauty of the cosmos for one full turn.
- Repair Mastery: If the wielder spends a watch repairing armor or weapons, they fully restore the durability of all items in the party’s inventory without the need for specialized tools or materials, using the ambient magic of the pillar to reforge broken gear.
Fate
The Radiant Void-Forge Pillar
- Item Type: Legendary Extra / Artifact
- Aspects:
- High Concept: Reality-Shaping Pillar of the Cosmic Forge.
- Trouble: Blinding Beacon of the Celestials.
- Extra Aspect: The Heart of the Void Sees All.
- Weapon and Armor Ratings: Weapon: 4 (Radiant/Force), Armor: 2 (Obsidian-Lattice Shielding).
- Stunts:
- Harmonic Shatter: Once per scene, you may spend a Fate Point to strike the ground. You instantly clear an entire zone of situational aspects related to magic, barriers, or hazards, and inflict a 2-shift physical hit on all enemies in that zone.
- Sovereign Aura: While wielding the pillar, allies in your zone gain +2 to Defend actions and automatically clear their lowest checked physical or mental stress box at the start of a new exchange.
- Oneiric Forge-Master: You gain a +2 to Overcome or Create an Advantage using the Crafts skill when working with magical, impossible, or abstract materials. You can perform complex repairs or forging in mere moments instead of hours or days.
- Visions of Awe: You can use the Crafts or Lore skill to make mental attacks against a target in your line of sight by revealing the spinning prismatic core, overwhelming their mind with the raw beauty of creation.
Numenera & Cypher System
The Universal Harmonic Monolith
- Item Type: Artifact
- Level: 10
- Form: A massive, heavy white-wood and obsidian pillar with a spinning prismatic core and silver-metallic wiring.
- Passive Effects: The wielder gains two assets on all tasks related to perceiving magic, repairing numenera, crafting artifacts, and defending against mental attacks or illusions. The weapon functions as a heavy melee weapon that inflicts 10 points of damage (a mix of blunt force and transdimensional energy).
- Active Effect (Shatter the Veiled Sun): Deplete 3 Intellect points. The wielder strikes the ground, inflicting 10 points of ambient damage to all creatures within short range. This action automatically destroys any force fields, magical barriers, or energy constructs of level 9 or lower in the area.
- Active Effect (Vision of Awe): Deplete 2 Intellect points. Present the spinning core to a target within long range. The target must make a Level 10 Intellect defense roll or stand completely paralyzed with awe for one minute, unable to take any actions.
- Active Effect (Hand of the Architect): Deplete 2 Speed points as a defense task when attacked by an energy or magical projectile. If the defense roll is successful, the attack is caught and forged into a temporary shield, providing +3 Armor for one hour.
- Depletion: 1 in 1d100.
Pathfinder (2nd Edition)
Chronos-Aether World-Breaker
- Item Type: Level 20 Unique Artifact, Two-Handed Melee Weapon
- Base Weapon: Maul (Two-Hand d12, Shove)
- Damage: 3d12 Bludgeoning + 2d6 Force + 2d6 Radiant
- Passive Mechanics: The wielder gains a +3 item bonus to AC and a +3 item bonus to Crafting checks. The wielder benefits from a constant 10th-level True Seeing spell effect.
- Sovereign Halo (Aura, Divine, Healing, Abjuration): 30 feet. Allies who start their turn in the aura regain 3d6+5 Hit Points and gain a +2 status bonus to AC. Hostile creatures in the aura treat it as difficult terrain due to the heavy atmospheric pressure of the stardust.
- Shatter the Veiled Sun (Three Actions, Evocation, Force): The wielder strikes the earth, dealing 10d10 Force damage to all enemies in a 60-foot emanation (Basic Fortitude Save DC 45). Additionally, the wielder makes a Counteract check with a +35 modifier against all magical effects, walls, and hazards in the area.
- Hand of the Architect (Reaction, Abjuration): Trigger: The wielder is targeted by a spell or magical effect. Effect: The wielder attempts to counteract the spell using a +35 counteract modifier. If successful, the spell is caught, crushed into harmless light, and the wielder gains 30 temporary Hit Points.
- Vision of the Void (Two Actions, Enchantment, Incapacitation, Mental, Visual): The wielder reveals the apex gem. All enemies in a 30-foot cone must make a DC 45 Will save. On a failure, they are Paralyzed for 1 round by overwhelming awe; on a critical failure, they are Paralyzed for 1 minute.
Savage Worlds (Adventure Edition)
The Zenith Anvil of Omens
- Item Type: Major Relic / Legendary Weapon
- Requirements: Strength d10+, Vigor d8+
- Damage: Str + d12 + d6 (Force) + d6 (Radiant)
- Weapon Notes: Armor Piercing (AP) 6, Parry -1 (due to size and weight), Two-Handed.
- Passive Mechanics: The wielder gains the Master (Repair) and Danger Sense Edges. The wielder ignores all illumination penalties and can automatically see invisible or ethereal entities.
- Sovereign Aura: As long as the relic is drawn, the wielder and all allies within a Large Burst Template gain +2 to Parry and +2 to Toughness, as the shimmering stardust shields them from harm.
- Shatter the Sky (Action): The wielder slams the relic into the ground. Every enemy in a Large Burst Template centered on the wielder must make a Vigor roll at -4. Those who fail take 3d6 damage and are knocked prone. This action automatically applies the Dispel power (rolling with a d12+4 skill) against all active enemy magic and powers within the radius.
- Visions of the Void (Action): The wielder holds the relic aloft, revealing the prismatic core. This casts the Stun power in a Cone Template. Targets must make a Spirit roll at -4 instead of Vigor to resist, as their minds are overwhelmed by the majestic vision of the universe’s creation.
Shadowrun (6th Edition) Unique Name: The Zenith Force-Lattice Monolith
- Item Type: Artifact Focus / Weapon Focus (Rating 10)
- Attack Rating: 14/—/—/—/—
- Damage Value: (STR/2 + 5)P + 2 Fire + 2 Force
- Reach: 2
- Passive Effect (Divine Harmonic Sight): The wielder gains +5 dice to Assensing tests and can passively perceive the Astral Plane without leaving physical space. Wards, mana barriers, and lingering astral signatures appear as physical, glowing structures in the wielder’s line of sight.
- Passive Effect (Sovereign’s Halo): The monolith emits a powerful physical and astral aura. The wielder and all allies within 10 meters gain +2 to their Defense Rating. Additionally, allies naturally recover 1 box of Stun or Physical damage at the end of every combat round.
- Active Effect (Shatter the Veiled Sun): As a Major Action, the wielder spends 2 Edge to slam the monolith into the ground. All targets within a 15-meter radius take the weapon’s base damage (resisted with Body + Armor). This kinetic and astral shockwave automatically disrupts and dispels any active spell, sustained effect, or mana barrier of Force 10 or lower.
- Active Effect (Hand of the Architect): As an Interrupt Action, when targeted by a combat spell, the user may roll Strength + Willpower + Focus Rating to physically catch the mana. If the user’s hits exceed the caster’s net hits, the spell is shattered, and the user gains a +4 to their Armor Rating for the remainder of the combat turn.
Starfinder (2nd Edition / Playtest) Unique Name: Cosmological Forge-Pike
- Item Type: Level 20 Artifact (Hybrid)
- Usage: Hands: 2; Bulk: 3
- Damage: 6d12 Force and 4d6 Fire
- Passive Effect (Grandmaster Smith): The wielder gains a +4 item bonus to Crafting and Mysticism checks. They can repair technological and magical items in a fraction of the normal required time, inherently understanding the harmonic structure of any device.
- Passive Effect (Divine Harmonic Sight): The wielder benefits from constant Blindsight (Magic) 120 feet and a continuous True Seeing effect, ignoring magical concealment and illusions.
- Passive Effect (Sovereign Halo): Allies within a 30-foot emanation gain a +3 status bonus to AC and regain 4d8 Hit Points at the beginning of their turn. Hostile creatures suffer a -2 penalty to attack rolls while standing within this heavy, stardust-filled area.
- Active Effect (Shatter the Veiled Sun): For two actions, the wielder spends 2 Resolve Points to strike the ground. All creatures in a 60-foot emanation must succeed on a Fortitude save (DC 45) or take 10d10 Force damage and be knocked Prone. This action attempts to counteract any magical or technological force field of level 9 or lower in the area.
- Active Effect (Visions of the First Tone): For two actions, the wielder presents the prismatic core. Enemies in a 60-foot cone must make a Will save (DC 45) or become Fascinated and Stunned 2, overwhelmed by the cosmological beauty of the artifact.
Traveller (Mongoose 2nd Edition) Unique Name: TL 19 Ancients Reality-Anchor
- Item Type: Artifact / Heavy Melee Weapon
- Damage: 5D (Force/Heat)
- Weight: 8 kg
- Traits: AP 10, Sunder, Resonant (Ignores all energy shields and physical armor below TL 15)
- Passive Sensors (Divine Sight): The item provides a DM+4 to all Science (Physics), Electronics (Sensors), and Investigate checks. The user natively perceives energy signatures, radiation, and biological anomalies up to 100 meters away without needing external scanners.
- Passive Effect (Sovereign Aura): The weapon projects a localized gravitic and life-support field. Allies within 10 meters are protected from extreme environmental hazards, vacuum, and radiation, and they heal 1D Endurance points per combat round.
- Active Effect (Shatter the Veil): As a Significant Action, the user slams the anchor against a surface. All targets within 15 meters must make a Very Difficult (12+) DEX check or be knocked down and take 3D damage. All electronic systems, energy weapons, and psionic shielding within this radius are completely disabled for 1D6 minutes.
- Active Effect (Visions of the Void): As a Significant Action, the wielder uncovers the central crystal core. Any hostile being within line of sight must succeed at a Formidable (14+) END or PSI check. Failure results in immediate unconsciousness or catatonia for 1D6 hours due to massive neural and sensory overload.
Warhammer (WFRP 4th Edition) Unique Name: Pillar of the World-Forge
- Item Type: Relic Melee Weapon (Two-Handed)
- Encumbrance: 4
- Reach: Long
- Damage: SB + 8
- Qualities: Magical, Impact, Unbreakable, Damaging, Shield (Rating 3)
- Passive Effect (Divine Harmonic Sight): The wielder automatically passes any Second Sight tests and can clearly see the Winds of Magic. This allows them to instantly identify invisible creatures, dispel illusions, and read the emotional state of all beings within 24 yards.
- Passive Effect (Sovereign’s Halo): Allies within 12 yards automatically pass Cool and Resolve tests and regenerate 1D10 Wounds at the start of their turn. Enemies entering this aura must pass a Hard (-20) Willpower test or suffer the Terror (Rating 3) trait as the celestial pressure bears down on them.
- Active Effect (Shatter the Veiled Sun): By spending 2 Advantage, the wielder strikes the earth. All enemies within 12 yards suffer a Damage 10 magical hit and gain the Prone condition. This kinetic strike instantly dispels any active spells or magical effects in the area with a Casting Number of 20 or lower.
- Active Effect (Hand of the Architect): As a Reaction, the wielder can oppose an incoming magic missile or targeted spell using their Melee (Two-Handed) skill. A success completely nullifies the spell, absorbing the Winds of Magic into the obsidian lattice and converting them into 2 additional Advantage for the wielder.
