Necromancy 8 of the Sooth Sayers Locket

Lore: In the sprawling archipelago nation of Kymul, the reverence for ancestors is woven into the very fabric of society. The Kymulian people believe that the souls of their departed do not travel to some distant afterlife, but instead linger as formless echoes, their wisdom and experiences imprinted upon the world. To honor and seek guidance from these lingering spirits, artisans began crafting simple lockets intended for the common folk. These are not tools to command or bind the dead, but rather to listen. Each Sooth-Sayer’s Locket is made from the petrified wood of the Weeping Manza tree, a plant believed to grow only where great tragedies have occurred. Within a small, sealed compartment at its heart lies a pinch of ash collected from communal funeral pyres that have served generations. This mixture of countless souls, sanctified by ritual, creates a focal point not for power, but for quiet communion, allowing the wearer to feel the subtle currents of the spirit world that flow through Saṃsāra. These lockets are common trade goods in Kymul, often given to young avatars coming of age or to those embarking on a long journey, serving as a constant connection to the wisdom of those who came before.

Description: The Sooth-Sayer’s Locket is a palm-sized, circular pendant carved from a dark, almost black, petrified wood. The surface is smooth and cool to the touch, with the faint, silvery grain of the original Manza tree still visible. Set into the face of the locket is a small, convex lens of polished quartz, no larger than a thumbnail. Peering through the quartz reveals the contents: a fine, pearlescent grey ash that seems to drift and eddy in slow, mesmerizing patterns, completely untroubled by motion or gravity. The locket hangs from a simple, braided leather cord. It emits no sound, but holding it sometimes imparts a feeling of profound stillness or a fleeting, inexplicable sadness.

Detailed Stats

  • Mind’s Eye Acuity +3 when attempting to perceive ethereal or spiritual phenomena.
  • Mental Resilience +5 versus magical effects that cause fear or despair originating from incorporeal sources.

Passive Magics

  • Whispering Draught: When in a location with significant spiritual residue or in the direct presence of a spirit, the wearer feels a distinct, localized drop in temperature on their skin. This serves as a non-verbal cue that unseen entities are near, often felt before they manifest or make their presence known through other means. The intensity of the cold is proportional to the concentration of spiritual energy.
  • Spiritual Veil: The locket exudes a faint aura of peace that is calming to restless, non-hostile spirits. Such spirits are less likely to become agitated or fearful of the wearer’s presence, making peaceful observation or interaction more plausible. This does not affect spirits with malicious intent or those bound by a curse.

Activable Magics

  • Attuned Inquiry: By holding the locket and softly whispering a single, specific question, the wearer may seek a subtle clue from the ambient spirit world. The locket does not provide a direct answer. Instead, for the next ten minutes, a single nearby object, person, or pathway relevant to the question will seem to subtly shimmer or glow in the wearer’s peripheral vision. This effect is visible only to the wearer and can only be activated once per day. The guidance is often cryptic, pointing towards a source of information rather than the information itself.
  • Echo of Passage: The wearer can press the locket against a surface where a soul has recently departed its body (within the last 48 hours). The wearer receives a single, vivid, and unalterable sensory impression that the deceased experienced at the moment of their passing. This could be a sound, a smell, a brief image, or a powerful emotion. The experience lasts but a moment and can be disorienting. This ability cannot be used on the same location more than once and requires a period of mental recovery afterwards.

Specific Slot: Neck

Tags: Necromancy, Amulet, Divination, Common, Spirit, Tier 1, Kymulian, Wearable, Investigation, Utility, Focus, Wood, Ash, Sensory, Mental

In the world of Saṃsāra, the acquisition of a Sooth-Sayer’s Locket is highly dependent on the location and the nature of the vendor. As a common item, it is relatively widespread, yet its context, value, and the manner of its sale shift dramatically from place to place.

Kymulian Temple Markets

In its homeland, the island nation of Kymul, the Sooth-Sayer’s Locket is not treated as mere merchandise. It is most frequently found in the open-air markets that sprawl around the grand temples dedicated to ancestor worship. Here, the original artisans, or their apprentices, sell the lockets from humble wooden stalls. These stalls are often adorned with the sigils of their family lineage and emit the faint, sharp scent of the oils used to polish the petrified wood.

The transaction is a quiet and personal affair. A buyer, perhaps a young avatar preparing for their first journey or a family seeking to replace a lost heirloom, would approach the artisan with a sense of reverence. The artisan would not simply take the payment but would engage the buyer, asking about their intentions for the locket. They would explain its purpose as a tool for listening, not commanding, and might offer a short blessing for the buyer’s endeavor. The locket is often presented not in a box, but placed directly into the buyer’s hands. It is a cultural exchange as much as a commercial one.

Cost: In these markets, the price is at its lowest and most stable. The artisans view their work as a community service. The cost is typically between 10 and 15 Lumens, a sum that represents the artisan’s time and the sacred materials, but little more.

Cosmopolitan Curio Shops

Within the towering metropolises that mark the major trade hubs of Saṃsāra—cities that float in the sky or carve their existence into colossal cave systems—the locket takes on an entirely different life. Here, it is an import, an exotic trinket from a distant land. It can be found in shops with names like “The Alchemist’s Folly” or “The Serpent’s Coil Curiosities,” establishments crammed between steam-powered workshops and grimoire binderies. These shops are invariably cluttered, their shelves overflowing with artifacts from across the 73 island nations: shrunken heads from the jungles of the south, bottled marsh-lights, clockwork navigation tools, and enchanted charts.

The shopkeeper is often a shrewd avatar with memories of a dozen different worlds, able to recognize the locket’s potential utility for adventurers, investigators, or spiritualists. The sale is a performance. The shopkeeper will embellish the lore, speaking of the “ghost-wood” and the “ash of a thousand ancient seers.” They will highlight its practical applications, suggesting it as an indispensable tool for anyone delving into ruins or navigating the political intrigues of the city, where knowing the secrets of a room’s past could be invaluable. The locket is presented on a velvet cushion, its mundane origins masked by showmanship.

Cost: The price in such a shop is significantly inflated by travel, scarcity, and the shopkeeper’s markup. A buyer could expect to pay anywhere from 50 to 75 Lumens. Haggling is expected, and the final price may depend on the avatar’s apparent wealth and knowledge.

Itinerant Merchant Wagons

In the vast, untamed wildernesses, the backwater villages, and the frontier settlements on newly risen islands, the Sooth-Sayer’s Locket is a rare commodity. It arrives via the steam-belching wagons of traveling merchants or the creaking gondolas of trade zeppelins. These merchants carry a diverse inventory, from practical goods like steel tools and salt to a small, rotating selection of minor magical items they’ve acquired in distant ports.

The sale is an opportunity. The merchant, setting up a temporary stall in the village square or fortress bailey, has a captive audience. They will pitch the locket as a tool of survival. They’ll tell tales of how a similar item warned a prospector of a haunted mine or helped a scout avoid an ethereal predator. The transaction is often direct and pragmatic, focusing entirely on what the item can do for someone living on the edge of the charted world. Barter is common; the merchant might be more interested in a bundle of rare monster hides or a map of a recently discovered ruin than in currency.

Cost: If sold for coin, the price is dictated by what the local economy can bear and the merchant’s greed. A price of 80 to 100 Lumens would not be unusual. In a barter, it might be traded for goods or services worth slightly more, capitalizing on the buyer’s immediate need and lack of other options.

Undercity Pawn Brokers

In the deepest, darkest levels of a skyscraper city or the forgotten back alleys of a port town, one can find pawn shops that deal in the cast-offs of failed adventurers and destitute citizens. These establishments are grim, often protected by rusty metal gates and flickering magical wards. Here, a Sooth-Sayer’s Locket might be found tangled in a tray with other tarnished jewelry, its spiritual significance completely ignored. It is just another piece of “pre-owned” magic.

The proprietor is likely to be cynical and taciturn, offering no information about the item’s origin or function beyond what is obvious. The transaction is swift and anonymous. The locket is sold as-is, with no guarantees. It might be a genuine Kymulian piece, or it could be a poorly made replica. It might even carry the psychic residue of its former owner’s desperate final moments. The buyer is taking a significant risk, a fact reflected in the establishment’s atmosphere of quiet desperation.

Cost: The price is low, reflecting the item’s dubious provenance and the vendor’s desire for a quick turnover. A locket could be purchased for as little as 30 or 40 Lumens, sometimes even less if the buyer doesn’t ask any questions.

The Sooth-Sayer’s Locket, while not a conventional weapon or shield, offers significant tactical advantages to a resourceful avatar. Its utility in offense and defense is indirect, relying on the user’s ability to interpret subtle cues and leverage information that others cannot perceive. The application of its magic changes dramatically depending on the environment.

In Haunted Ruins and Forgotten Dungeons

In the oppressive silence of ancient, subterranean places, the locket serves as an indispensable sensory organ, turning the unseen into a tangible advantage.

Roleplaying Defense: An avatar steps through the crumbling archway into a tomb chamber. The air is stale and thick with the dust of ages. As they take their first step, a distinct, unnatural coldness, sharp as a needle, pricks at the skin on their neck. This is the locket’s Whispering Draught passive, and it serves as an immediate, silent alarm. The avatar knows, without a doubt, that a spirit is present. They can halt their companions with a hand gesture, bringing them to full alert before the lurking phantom has a chance to ambush them from the shadows. This transforms a potential surprise attack into a planned confrontation.

Should a more terrifying entity manifest, such as a Spectre whose very presence radiates an aura of paralyzing fear, the locket’s inherent +5 Mental Resilience acts as a bulwark. While companions might be frozen in terror, the avatar would describe feeling the wave of dread crash against them, only to be deadened and muted by the cold, steady presence of the locket against their chest. This allows them to act decisively—to shout a warning, shove a friend out of harm’s way, or launch the first counter-attack while others are incapacitated.

Roleplaying Offense: Offense with the locket is a matter of tactical cunning. Faced with a powerful, incorporeal foe that seems immune to their weapons, the avatar can take a moment to use Attuned Inquiry. Holding the locket, they whisper the question, “What is this entity’s anchor?” The world does not give them a direct answer. Instead, a faint, silvery light, visible only to them, might begin to shimmer around a specific sarcophagus in the corner of the room. The offensive strategy is now clear: the party must focus its efforts on destroying that sarcophagus to vanquish the spirit tied to it. The locket did not cast a damaging spell, but it identified the enemy’s critical weakness, enabling a swift and effective assault.

After a battle, if a companion has fallen to a poison-laced trap, the avatar can use Echo of Passage on the body. Pressing the locket to their friend’s armor, they might receive a fleeting sensory impression: the distinct, bitter almond smell of a specific, rare poison. This knowledge becomes an offensive tool, allowing them to identify the dungeon’s creators or current inhabitants. They can now prepare the correct antidote or hunt for the faction that utilizes such a cowardly weapon.

Within Crowded Cities and Political Arenas

Amidst the steam and intrigue of a metropolis, the locket is a tool of espionage and psychological fortitude, defending against unseen threats and enabling attacks against a rival’s reputation.

Roleplaying Defense: The avatar is in a tense negotiation in a guildmaster’s opulent office. The guildmaster is known for his unnervingly effective intimidation tactics. As the conversation grows heated, the avatar feels the tell-tale chill of the Whispering Draught. They realize the guildmaster has a bound spirit, an invisible familiar, hovering in the room and feeding him information or projecting a subtle field of anxiety. Aware of this unseen confederate, the avatar can defend themselves by steering the conversation to topics the spirit would know nothing about, or by subtly moving to a different part of the room, forcing the spirit to reposition and potentially reveal its presence.

Later, at a masquerade ball hosted by a powerful noble, the avatar might be the target of a rival’s hired mesmerist, who uses magic to sow seeds of doubt and social paranoia. The +5 Mental Resilience would allow the avatar to recognize the magical influence. They would roleplay this as feeling a strange, invasive pressure on their thoughts, only for the locket to pulse with a gentle cold, clearing their mind and allowing them to identify the source of the attack and gracefully exit the conversation, foiling the social assault.

Roleplaying Offense: Offense in the city is about information. Suspecting a city official of taking bribes, the avatar gains access to his chambers. Using Attuned Inquiry, they ask, “Where is the evidence of corruption?” The locket’s guidance might not point to a hidden ledger, but instead cause a single, specific wine bottle on a rack to glow faintly. This suggests the bribe wasn’t money, but a gift. The subsequent investigation into the wine’s extremely rare vintage could trace it back to a criminal syndicate, giving the avatar the leverage they need to attack the official’s career and standing.

To take a more aggressive approach, the avatar could use Echo of Passage on an object from a recent crime scene, for example, a dagger used in an assassination. Touching the locket to the dagger’s hilt might grant them a momentary flash of the killer’s face seen in a reflection, or the sound of the specific chime of the clock tower in the district they fled to. This is not just a clue; it is a weapon, a piece of actionable intelligence that can be used to hunt the perpetrator or expose the one who hired them.

Across Wild Frontiers and Untamed Islands

In the wilderness, where survival is paramount, the locket becomes a guide, a warning system, and a way to turn the very history of the land against a foe.

Roleplaying Defense: While making camp for the night near an unnaturally silent grove of trees, the avatar feels a pervasive cold seep into the area from all directions. The Whispering Draught is not pointing to a single entity, but an entire region. This is a powerful defensive warning that they have stumbled into the territory of a powerful nature spirit or a place saturated with spiritual energy, and that camping here would be a dangerous provocation. It allows the party to pack up and move on, avoiding a conflict they might not survive.

If the party is being tracked by a pack of spectral predators that hunt by sensing life force, the Spiritual Veil passive could be a key defense for the avatar. The calming aura of the locket might make the avatar appear as a less vibrant or appealing target to the spirits. They might be overlooked as the creatures focus on their companions, giving the avatar a crucial, unguarded moment to ready a powerful spell or use an item that could drive the entire pack away.

Roleplaying Offense: The party is being relentlessly pursued by a massive, magically resistant beast. They are exhausted and cornered in a rocky canyon. This canyon, however, was the site of a historic battle thousands of years ago. The avatar, desperate, uses Attuned Inquiry, asking, “How can we defeat the beast in this place?” The locket causes the rocky ground beneath their feet to shimmer with a faint luminescence. The avatar then uses Echo of Passage on the ground itself, pressing the locket into the dirt. They are assaulted by a cacophony of war cries, the smell of blood, and the overwhelming emotion of rage and fear from the soldiers who fell there.

The offensive plan becomes a terrifying gamble. The avatar takes their blade and slices their own palm, letting their blood spill onto the ground as a sacrifice. They let out a war cry, mimicking the sounds from their vision. This act, fueled by the locket’s connection to the past, stirs the dormant, vengeful spirits of the slain army. The canyon explodes with ethereal forms, and these spirits, in their madness, lash out at the most vibrant physical presence available: the pursuing monster. The avatar has turned the history of the land itself into a chaotic, indiscriminate weapon.

Perception of Activation:

SIGHT

  • User’s Perspective: The instant the question is whispered, the vibrant colors of the world seem to bleach away into a muted, monochromatic gray. All vibrancy is leeched from the surroundings, plunging the user into a world of shadow and ash for a brief moment. The only point of color and light is the locket itself, where the fine dust within the quartz lens ignites from a dull powder into a swirling vortex of brilliant, silver-white light—a miniature galaxy in turmoil. This internal luminescence is for the user’s eyes only. As the activation resolves, a faint, ethereal shimmer, like heat haze on a cold day, will coalesce around the person, object, or pathway that holds the answer to their query.
  • Observer’s Perspective: From an outsider’s point of view, the activation is almost unnoticeable visually. The locket remains dark and inert, with no external glow. The only perceptible change is in the user, whose eyes may glaze over for a second, their pupils dilating as if staring into a distance that isn’t there. They appear suddenly still and intensely focused, their head often tilting as if listening to a faint noise.
  • Positives: The guidance for the user is a clear and undeniable visual cue that is impossible to mistake. For an observer, the lack of any overt magical display makes the activation exceptionally discreet, allowing it to be used secretly even in a crowd.
  • Negatives: The sudden shift to monochrome vision is disorienting and can momentarily blind the user to immediate physical dangers. To an observer, the user’s sudden stillness and vacant stare can be unsettling, making them appear distracted, socially distant, or vulnerable in a dangerous situation.

SOUND

  • User’s Perspective: The moment of activation brings a profound and sudden silence. All ambient noise—the clang of a workshop, the murmur of a crowd, the howling of the wind—is instantaneously dampened as if a heavy blanket has been thrown over the world. Into this void rushes a disorienting cacophony of faint, overlapping whispers. It is the sound of a thousand voices speaking at once in a thousand different languages, yet none are clear enough to be understood. The user’s own whispered question is then heard echoing back in their mind, not in their own voice, but as a chorus of these same ethereal whispers. The sensation ceases abruptly as the activation ends.
  • Observer’s Perspective: A person watching would see the user lean in close to the locket and whisper a few words. To the observer, the act is completely silent, producing no audible response. They might assume the user is engaging in a quiet prayer or simply talking to themselves.
  • Positives: The auditory experience is a powerful confirmation for the user that their query has been “heard” by the spirit world. Its complete silence to the outside world maintains perfect secrecy.
  • Negatives: The sudden rush and volume of the whispers, though faint, can be mentally jarring, capable of causing a spike of pain behind the eyes or a moment of intense confusion. For an observer, the act of whispering to a piece of jewelry can mark the user as eccentric or mentally unstable.

SMELL

  • User’s Perspective: A sharp, sterile, and unnatural scent instantly floods the user’s senses, overpowering all other smells in the area. It is the scent of deep, undisturbed places—the dry smell of ancient stone, the crisp odor of frigid air from a deep cave, and a faint, electric tang like the air after a burst of raw magic. The smell is clean but profoundly inorganic.
  • Observer’s Perspective: No scent is produced by the activation; the air around the user remains unchanged.
  • Positives: The unique and potent scent serves as another layer of sensory confirmation for the user that the magic is working as intended. It is entirely personal and cannot be detected by others.
  • Negatives: The scent can be deeply unsettling and its sudden intensity can trigger a gag reflex or a wave of nausea. It effectively blinds the user’s sense of smell to anything else, potentially making them miss the scent of a gas trap, a hidden enemy, or smoke.

TOUCH

  • User’s Perspective: The locket, typically cool against the skin, plummets in temperature to a biting, painful cold. It feels as if a shard of magical ice has been pressed directly against their chest, a cold so intense it feels like a burn. This frigid sensation spiders out in thin, icy veins across their torso for a moment before receding back into the locket. The braided leather cord often feels as if it tightens around their neck for the duration of the activation.
  • Observer’s Perspective: There is no visible change. The locket does not frost over, and if an observer were to touch the user’s chest or the locket itself, they would feel no unusual temperature.
  • Positives: The intense and undeniable physical sensation serves as a primal confirmation that a great deal of energy has been channeled. It grounds the otherwise ethereal experience in a tangible feeling.
  • Negatives: The sudden, shocking cold is painful and can cause the user to flinch, gasp, or lose their focus. It is a deeply unpleasant physical toll that discourages casual or frivolous use of the locket’s power.

TASTE

  • User’s Perspective: A distinct and unpleasant metallic taste floods the user’s mouth, as if they had placed a cold iron coin on their tongue. The sensation is accompanied by a sudden and profound dryness in the throat and mouth.
  • Observer’s Perspective: None.
  • Positives: It is a final, subtle sensory cue that confirms the magical process is complete.
  • Negatives: The coppery taste is unpleasant and tends to linger for several minutes after the activation, serving as a minor but irritating after-effect of channeling the spirits.

EXTRA-SENSORY PERCEPTIONS

  • Spiritual Proximity:
    • User’s Perspective: The user is struck by an overwhelming psychic sensation of being noticed. It is the feeling of countless, dispassionate minds turning their attention inward toward the user for a single, fleeting moment. It is not hostile, but it is immense, like standing at the bottom of the ocean and feeling the weight of all the water above.
    • Observer’s Perspective: An observer might see the user’s eyes dart around nervously, as if they suddenly feel they are being watched from all sides by an unseen crowd.
    • Positives: The user gains a fundamental and humbling understanding of the vastness of the spirit world they are tapping into.
    • Negatives: The sensation can be terrifying, inducing a powerful sense of agoraphobia or paranoia. It is a stark and frightening reminder of one’s own insignificance.
  • Emotional Bleed-Through:
    • User’s Perspective: For a split second, an intense emotion that is entirely alien to the user washes over them. It is the dominant, lingering emotion of a spirit whose knowledge is being accessed—a spike of raw terror, a wave of profound regret, a flash of searing anger, or a dull echo of eternal confusion.
    • Observer’s Perspective: The user’s facial expression might contort for a fraction of a second in a way that is completely out of context with the situation—a sudden snarl, a wince of pain, or tears welling in their eyes before vanishing.
    • Positives: This emotional echo can provide valuable context. A query answered with a flash of anger suggests the spirit was wronged, while sadness might point to an accidental death.
    • Negatives: Experiencing the raw, unfiltered emotions of the dead, especially a violent or tragic death, is mentally and spiritually exhausting. It can be traumatic and leave the user feeling emotionally raw.
  • Temporal Vertigo:
    • User’s Perspective: The user experiences a brief but intense moment of temporal dislocation. They feel a dizzying, sickening lurch in their perception of time, as if they are standing in two moments at once—the present, and the past moment tied to the information they seek.
    • Observer’s Perspective: The user may suddenly stumble, sway on their feet, or reach out to a nearby surface to steady themselves, as if they’ve been struck by a sudden, intense bout of vertigo.
    • Positives: This sensation provides an intuitive certainty that the information received is a true echo of a past event.
    • Negatives: The feeling is physically disorienting and nauseating. It can leave the user physically unsteady and vulnerable for a few crucial seconds after the activation.

Recipe: The Listener’s Medallion

A common crafting schematic for artisans wishing to create a simple focus for communing with the ambient energies of the departed. This recipe produces a medallion that acts as a conduit for perception, not command.

Materials Needed

  • 1x Gravewood Blank: A hand-sized, circular piece of wood harvested from a tree growing on or near a place of burial or great loss. The wood must be naturally dark and dense, having absorbed the ambient spiritual energy of the location.
  • 1x Polished Quartz Cabochon: A small, smooth, dome-shaped quartz lens, polished to be free of inclusions. It acts as a window and a focus for the internal components.
  • 3x Pinches of Hearth Ash: Ash collected from the hearth of a home where a wake or final vigil for a departed soul was held within the last moon cycle. The ash retains the faint emotional resonance of remembrance.
  • 1x Vial of Spirit-Varnish: A clear, viscous lacquer made from the distilled sap of the Ghostwood tree, used to seal magical components and prevent spiritual energy from dissipating prematurely.
  • 1x Braided Sinew Cord: A simple cord made from the treated sinew of a common beast of burden.

Tools Required

  • Artisan’s Carving Set: A collection of fine-bladed knives, gouges, and chisels suitable for detailed woodworking.
  • Lapidary Polishing Wheel: A small, manually or steam-powered wheel with polishing compounds for shaping and finishing the quartz lens.
  • Alchemical Crucible (Ceramic): A small, heat-resistant bowl for the ritualistic mixing of the ash.
  • Mana-Infusion Needle: A fine, silver needle with a hollow channel, designed to draw a minute amount of the user’s own magical essence and inject it into a component.
  • Assembly Clamps: Non-magical clamps used to hold the medallion’s components in place while the varnish sets.

Skill Requirements

  • Woodcarving (Novice): The practitioner must be able to shape the wood blank and carve a recessed chamber without splitting the material.
  • Lapidary Arts (Novice): Basic proficiency is needed to ensure the quartz cabochon is properly shaped and polished to act as a clear focus.
  • Necromancy (Initiate): The crafter must possess a fundamental understanding of spiritual energies and the theory of sympathetic resonance. This is not for casting spells, but for handling the spiritually-charged materials and guiding the final attunement. This is a Tier 1 skill.

Crafting Steps

  1. Shaping the Vessel: Begin with the Gravewood blank. Using the carving set, hollow out a small, shallow chamber in the center of the wood, leaving a solid backing and a thick rim. The chamber should be just large enough to hold the ash. On the outer rim of the medallion, carve a pattern of your choosing—traditionally, this is a simple, repeating wave or spiral to represent the flow of life and death. Sand the wood until it is perfectly smooth.
  2. Preparing the Focus: Take the quartz cabochon and ensure it is polished to a flawless finish using the lapidary wheel. The clarity of the quartz is essential for it to act as an unclouded window into the ash within. The cabochon must be sized to fit perfectly over the hollowed chamber in the Gravewood.
  3. The Ritual of Remembrance: Place the ceramic crucible in a quiet, dimly lit space. Gently pour the three pinches of Hearth Ash into the crucible. Take the Mana-Infusion Needle and draw a tiny bead of your own life-force—your mana. This should not be a significant amount, just enough to feel a slight coolness in your fingertips. Carefully, inject this bead of mana into the center of the ash pile. Do not stir. Close your eyes and focus on the concept of listening, of peace, and of honoring memory. Meditate on this for several minutes until the ash faintly glimmers with absorbed mana. This step attunes the ash to a living soul, making it a bridge rather than just inert material.
  4. Assembly and Sealing: Carefully transfer the energized ash from the crucible into the chamber carved into the Gravewood. Place the polished quartz cabochon over the top, creating a sealed window. Use the assembly clamps to gently hold the lens in place. Apply a thin, even coat of Spirit-Varnish around the seam where the quartz meets the wood. The varnish will seep into the join, creating an airtight and magically resonant seal. Allow the varnish to cure for at least one full cycle of day and night.
  5. Final Attunement: Once the varnish is completely cured, remove the clamps. Thread the braided sinew cord through a small hole drilled at the top of the medallion. Hold the completed medallion in your cupped hands. This is the final and most crucial step, requiring your Initiate-level Necromancy skill. Channel a slow, steady, and gentle trickle of your mana into the medallion while whispering a single word of intent, such as “Listen,” “Perceive,” or “Remember.” Continue this process until you feel a distinct and profound coldness emanate from the medallion, a sign that it has awakened and formed a sympathetic connection to the ambient spiritual energies of Saṃsāra. The medallion is now complete.

Story of First Great Quietness

In the time before the now-time, on the islands of Kymul, there was a man. His name is not spoken the same by two tongues, but we say it Kaelen. Kaelen had a wife, and she was Lyra. Her voice was like bells that are small, and her laugh was a water-sound in a dry place. And then, her breath did leave her body. A great quietness fell upon Kaelen’s life-hut. The quietness was a heavy blanket with no warmth. He tried to pull the memory of her voice into his head-space, but the quietness was too loud.

Kaelen did a sadness for many cycles of the sun and moon. He went to the village elders, their faces were maps of old sorrows. He said, my quietness is a hunger. They said, all men must eat this meal. He said, her voice is gone from my memory’s ear. They said, the fire eats the wood, and the voice is the smoke. You cannot hold the smoke. This gave Kaelen no comfort in his chest.

One night, a traveling man with dust for hair sat by Kaelen’s fire. The man saw the shape of Kaelen’s sorrow. He said, there is a tree. This tree is the Weeping Manza. It does not cry water. It drinks the sad-waters of the world and its heart becomes stone. Perhaps it has drunk her voice. Perhaps if you go against this tree, you can hear. And the traveling man was gone with the morning light.

So Kaelen put journey-food in a bag. He walked toward the deep forest, the place where the sun goes to sleep. The people of the village said, do not go. That is the forest of sleeping souls, where the air is cold with forgotten names. Kaelen went.

Inside the forest, the light was weak. The trees had faces of shadow. He felt many eyes on him that had no bodies. A spirit of a small child stood in his path. The spirit made a question, but its mouth had no sound. It only made a feeling of being lost. Kaelen did not run. He sat on the ground. He made a story with his hands about his own village, about the warm fires and the taste of bread. He did not know if the spirit-child did an understanding, but when he was finished, the path was clear.

Then, he met a spirit of a warrior. The spirit made a great anger, a storm of sharp feelings. It showed Kaelen a memory of a betrayal. Kaelen did not pull his knife. He stood and let the anger wash on him like a hard rain. He felt the spirit’s pain. He made a nod with his head. He did an understanding of the warrior’s wrongness. And the spirit became calm and showed him the way forward.

He walked for many days. He met many spirits. He did not fight them. He did not command them. He gave them his listening. He gave them the warmth of his living attention. And the forest became less frightful.

At last, he came to a clearing. In the center was a tree. It was not alive with leaves. It was black and hard like polished night. It was stone. The Weeping Manza. Kaelen walked to it. He put his hand upon its bark. A great coldness jumped into him. And with the coldness came feelings. A thousand thousand feelings. The sorrow of a mother for a lost child. The regret of a king for a war. The loneliness of an old man with no name. All the sadness the tree had drunk was now inside Kaelen. It was too much. He fell down. He saw that one single voice could not be found in such a storm of echoes. His wife’s voice was one drop of rain in a great ocean of tears.

He did not find her voice. But in the thousand sorrows, he found a strange thing. His own quietness, his own sadness, felt very small. He was not alone in his feeling. He was one part of a great sad song. This was a comfort. He stood up. He found a branch of the tree that had fallen. He took this stone-wood. It was heavy with the sleep of many souls.

He returned to his village. The journey back was not frightening. The spirits of the forest seemed to know him now, and they were quiet. When he came to his village, the great funeral pyre was being built for another soul who had passed. He watched the fire eat the wood. He watched the ashes rise and mix. The ashes of his Lyra were in that pile, and the ashes of the elders, and the ashes of the child he once was. All together.

An idea made a light in his head. He took the stone-wood from the sad tree. He was not a good carver, and his work was clumsy. He made a flat circle, and he dug a small hole in it like a cup. He went to the cold pyre. He took a pinch of the ash. This was not the ash of one person. It was the ash of the whole village. It was full of goodbyes. He put this ash in the wood-cup. He found a clear river stone, and he rubbed it until it was a window. He put the stone-window over the ash. He made a thing. It was not beautiful.

He held the thing in his hand. He put it to his chest. He did not ask for his wife’s voice. He asked for listening. And a thing happened. A great coldness came from the wood. A soft whispering, like many leaves in wind, filled his head-space. He did not hear Lyra. He heard the echo of all of them. He felt the peace of the warrior who was understood. He felt the finding of the child who was lost. And in that great chorus of souls, he felt a warmth that was like a memory of love. It was his Lyra’s warmth, but it was also the warmth of everyone. The quietness in his life-hut was still there. But now, it was not an empty quietness. It was a listening quietness. He was no longer alone.


The Moral of the Story: To carry the weight of one great sorrow, you must learn to feel the weight of them all. Only then do you find it is not a weight, but an embrace.

Suggested conversions to other systems:

Call of Cthulhu

Psychopomp’s Locket

This is an occult artifact, typically a small, circular wooden pendant containing what appears to be fine grey ash. Investigators will find that holding it imparts a sense of profound cold and stillness. Its origins are unknown, though texts on Kymulian death cults may reference similar items used to guide or listen to the recently departed. Prolonged use or over-reliance on the locket is ill-advised, as it acts as a bridge to the spirit world, and bridges can be crossed from either direction.

Game Mechanics:

  • Ethereal Sensitivity: The locket attunes the bearer to the unseen. The Investigator gains one bonus die on all Listen and Spot Hidden rolls made to perceive ghosts, spectres, or other non-corporeal entities. The Keeper should describe successful rolls not just as seeing or hearing, but as the locket growing intensely cold in the direction of the phenomenon.
  • Whispers for the Dead (Attuned Inquiry): Once per investigation, the Investigator may hold the locket and concentrate, whispering a question about their immediate predicament. This requires a successful POW roll.
    • Success: The Keeper provides a one or two-word cryptic clue, delivered as a faint whisper in the Investigator’s mind (e.g., “He lies,” “Under the floor,” “The knife”).
    • Failure: The whispers offer no clarity, and the veil is thin. The Investigator must make a Sanity roll (0/1d2 SAN loss).
    • Fumble: The locket connects to something malicious or insane. The clue given is dangerously misleading, and the Investigator attracts the attention of a spirit or other entity, likely at the Keeper’s discretion.
  • Final Passage (Echo of Passage): By pressing the locket to a corpse no more than 48 hours old and concentrating for one minute, the Investigator may attempt to witness the final moments of the deceased. This requires a Hard POW roll.
    • Success: The Investigator receives a single, vivid sensory flash (a sight, a sound, a smell) from the victim’s moment of death. The disturbing nature of this vision requires an immediate Sanity roll (0/1d3 SAN loss).
    • Failure: The attempt fails, and the feedback from the spirit world inflicts a jarring psychic shock, costing the Investigator 1d2 Sanity points.

Blades in the Dark

Whisper-Ash Charm

A common charm found among the death-cults of Whitehollow or traded in the black markets of Charterhall. It’s a small, dark wooden locket filled with the ashes of several pyre-funerals, sealed under a quartz lens. Whispers favor these as a focus, finding it easier to sift through the chaotic ghost field for specific echoes. It’s not powerful, but it’s a reliable tool for those who listen to the city’s dead.

Game Mechanics:

This is a piece of Occult Gear.

  • Attuned Focus: When you Attune to the ghost field to perceive its currents or communicate with a spirit, you may use this charm. You get +1d to your roll.
  • Gathering Echoes: When you use this charm as part of an information gathering action (Investigate a haunted place, for example), you may ask one additional question from the list on any success (full or mixed). The GM will provide the answer as a fleeting, cryptic vision or a disembodied whisper.
  • The Last Goodbye: You can push yourself and take 2 Stress to press the charm to a corpse that is no more than a day old. When you do, you experience a direct vision of the victim’s final moments from their perspective. This experience is traumatic and inflicts Level 2 Harm: “Shaken.”
  • Devil’s Bargain: A GM might offer a Devil’s Bargain related to the charm: “I’ll give you a +1d to this roll if the whispers from the charm don’t stop afterward, starting a 4-segment clock called ‘Unwanted Attention’…”

Dungeons & Dragons

Locket of the Grave Ash Wondrous item, common

This circular amulet is carved from petrified wood said to be taken from a tree that grew over an ancient, unmarked graveyard. A small quartz lens covers a hollow filled with fine, grey ash collected from communal funeral pyres. The locket feels cold to the touch and is favored by investigators, quiet clerics, and those who seek to understand the echoes of the past.

  • Spirit Sense. While wearing this locket, you have advantage on Wisdom (Perception) checks to detect the presence of hidden undead. Additionally, you can feel a distinct chill when an undead creature or a location with a strong spiritual residue is within 30 feet of you. This effect does not reveal the creature’s location or nature.
  • Grave-Minded. You have advantage on saving throws against being frightened by undead.
  • Attuned Inquiry. As an action, you can whisper a question into the locket regarding your immediate surroundings or a recent event. The locket replies with a cryptic, one-word answer that only you can hear. Once you use this property, you cannot use it again until the next dawn.
  • Echo of Passage. As an action, you can press this locket against a creature that has died within the last 24 hours. You witness a single, fleeting sensory impression from the creature’s perspective in its final moment of life (e.g., the sight of its killer, the sound of a specific phrase, the smell of a rare poison). Once you use this property, you cannot use it again until you finish a long rest.

Knave

Soot-Locket Amulet, 1 inventory slot

A simple, dark wooden locket on a leather cord. It is filled with the soot and ash from a funeral pyre, sealed under a piece of polished river-quartz. It is always cold to the touch.

  • Passive: When in the presence of a spirit or powerful undead within 60 feet, the locket becomes unnaturally, bitingly cold, alerting you to its presence. The cold intensifies as the entity draws nearer.
  • Active (Once per day): You may hold the locket and ask a single question about your immediate surroundings. The GM will provide a whispered, one-word answer only you can hear.
  • Active (At-Will, Risky): You may press the locket to a corpse that is no more than one day old. Make a Willpower saving throw.
    • Success: You see a single, silent image of what the deceased saw in their final moments.
    • Failure: You are overwhelmed by a torrent of psychic feedback. You are stunned for one round and cannot take any actions.

Fate

The Echo-Ash Locket

This item is an Extra that represents a deep, personal connection to the whispers of the past. It is not merely a tool, but a narrative device that allows the character to peer into the spiritual echoes of a scene, often at a personal cost.

Aspects: The locket has the following aspects that can be invoked for a bonus or compelled to create a complication: A Bridge to the Whispering Dead and Cold Echo of the Grave.

Stunts:

  • Permission to Listen: The locket grants your character narrative permission to interact with spirits, spiritual residue, and the history of the recently departed in ways others cannot. You can perceive things that are not physically present.
  • Whispers on the Wind: Twice per game session, when you use the Investigate skill to Create an Advantage on a scene with a spiritual history, you may invoke the locket’s nature for free, granting you a +2 bonus. The Aspects you create should be spiritual or historical in nature (e.g., Lingering Aura of Betrayal, Unfinished Business, Violent End).
  • The Final Glimpse: Once per game session, you can spend a Fate Point to press the locket against a corpse that is no more than a day old. When you do, the GM will create a new situational Aspect on the scene reflecting a crucial detail of that person’s death. This Aspect is revealed only to you and your character. The GM may then immediately compel the locket’s Cold Echo of the Grave aspect, presenting you with a difficult choice or a temporary negative consequence related to the emotional or spiritual feedback of the vision.

Numenera & Cypher System

Psychopomp’s Oculus

This device is a small disc of a dark, organic material that feels like petrified wood, hanging from a synthetic cord. A polished crystal lens is set into the disc, covering a chamber of fine, grey dust that moves in slow, impossible patterns. It is cool to the touch and hums with a faint energy that is only perceptible to those trained in detecting transdimensional frequencies.

As an Artifact:

  • Level: 5
  • Form: A small, dark wood amulet with a crystal lens.
  • Effect: The wearer gains an asset on all tasks involving perceiving, identifying, or resisting the influence of ghosts, spirits, and other incorporeal, transdimensional entities. However, whenever the wearer is in the presence of such an entity, the oculus becomes intensely cold and floods the senses, inflicting an inability on all other types of perception tasks for one round.
  • Depletion: 1 in 1d20 (When the depletion roll is made, the dust inside turns to inert, black slag and the artifact ceases to function).

Abilities:

  • Echoes of Place (Action): The user can concentrate on the oculus, making an Intellect-based roll against the artifact’s level (a difficulty of 5). On success, they can ask the GM one simple question about the immediate history of their location. The answer comes as a cryptic, fleeting vision only they can see.
  • Final Vision (Action): By placing the oculus on a creature that has been dead for no more than 28 hours, the user can attempt to see its final moments. This is an Intellect-based task with a difficulty of 6. On a success, the user experiences a brief, disorienting vision of the creature’s death from its perspective. The shock of the experience means the user is dazed for the following round, and all of their tasks are hindered.

Pathfinder

SOOTHSAYER’S LOCKET — ITEM 2+ RARE DIVINATION INVESTED NECROMANCY Usage worn amulet; Bulk

This small amulet is carved from a piece of dark petrified wood, with a polished quartz lens sealing a small amount of fine, grey ash within. Said to have been created by the reclusive death-philosophers of the distant Kymul Archipelago, these lockets are not tools to command the dead, but rather to listen to the echoes they’ve left behind on the world.

While wearing the locket, you feel a distinct chill when a spirit, ghost, or other incorporeal undead is within 30 feet, though this does not reveal its exact location or identity. You gain a +1 item bonus to saving throws against effects that cause the frightened condition.

Activate [one-action] envision; Frequency once per day; Effect You hold the locket and whisper a question about a specific object, creature, or small area within your line of sight. The locket imparts a single, cryptic mental image or a one-word answer in response, as determined by the GM.

Activate [one-minute] envision; Frequency once per day; Requirements You are touching the body of a creature that died within the past 24 hours; Effect You press the locket to the corpse and receive a silent, fleeting vision of the last thing the creature perceived before it died. After the vision ends, your senses are overwhelmed, and you are dazzled for 1 minute.

Savage Worlds

The Kymulian Spirit Locket

A rare and sought-after magical item from the fog-shrouded Kymulian islands. These dark wood lockets contain the ashes of revered ancestors and are given to those who must travel far from home, to allow them to listen to the wisdom of the world’s spirits.

Requirements: Novice, a Spirit of d6+ Powers: Grants the Divination power, but it may only be used to ask questions about the user’s immediate surroundings, a recent event (within the last 24 hours), or an object in their possession. The Trapping for the power is a collection of whispers only the user can hear.

Abilities:

  • Chill of the Grave: The wearer automatically senses the presence of any creature with a supernatural aura (spirits, undead, demons, etc.) within a 12″ radius. This manifests as a physical chill and provides a +1 bonus to the wearer’s Notice rolls to detect ambushes or hidden threats from such creatures.
  • Ancestral Fortitude: The wearer gains a +2 bonus to Spirit rolls made to resist Fear.
  • Whispered Guidance: The locket acts as a conduit to the spirit world. The Divination power granted by the locket can be used once per day without spending any Power Points. Subsequent uses in the same day cost the normal amount of Power Points.
  • Final Echo: Once per game session, the wearer may touch the locket to a corpse that has not been dead for more than 24 hours. The character must make a Spirit roll.
    • Success: The character receives a brief, silent vision of the deceased’s final moments.
    • Critical Failure: The character is overwhelmed by the dying creature’s terror and is automatically Shaken.

Shadowrun

Manadyne “Echo” Memento Foci

A product of Manadyne’s “Esoteric Solutions” division, the Echo Memento is a Qi Foci marketed to spiritualists, investigators, and necromancers. The device is a small, lacquered disc of synth-wood containing a matrix of ritually prepared ash from magically active individuals. It attunes the user to the astral resonance of intense emotional events, allowing for a form of limited psychometry. While not powerful enough for deep astral quests, it’s a valuable tool for runners investigating scenes where a violent death or other traumatic event has occurred.

  • Type: Qi Foci
  • Rating: 1
  • Activation: Simple Action
  • Game Mechanics:
    • Resonance Reading: While this foci is active, the user feels a distinct psychic chill when near a location or object with a strong astral signature left by an intense emotion (such as fear or violence). The user gains a +1 dice pool bonus to all Assensing tests made to perceive and analyze these astral signatures. This bonus does not apply to reading the auras of living creatures.
    • Psychometric Flash: By spending a point of Edge while the foci is active and touching a corpse or an object central to a traumatic event, the user can force a sensory impression from its history. This requires a Sorcery + Magic [Astral] (3) test. On a success, the user receives a brief, overwhelming sensory flash (a sound, a sight, a smell) of the event. The psychic feedback from this experience inflicts 1 box of Stun damage.
    • Whispered Inquiry: Once per scene, by spending a point of Edge, the user may ask the Gamemaster a single “yes or no” question about the spiritual state of their immediate surroundings (e.g., “Was there a death here in the last hour?”). The answer manifests as a fleeting, disembodied whisper that only the user can perceive.

Starfinder

Sepulcher-Class Mnemonic Locket

A piece of magi-technology created by obscure Eoxian thanatologists, this locket appears to be a simple wooden amulet. Internally, however, it houses a bio-capacitor interwoven with necromantically charged dust particles sealed under a transparent aluminum lens. The device is designed to resonate with the residual psychic and spiritual energies that linger after a soul has departed its mortal coil, making it a useful, if unsettling, tool for investigators.

  • SYSTEM Sepulcher-Class Mnemonic Locket
  • LEVEL 2
  • PRICE 750 credits
  • SLOTS neck
  • BULK L
  • Game Mechanics:
    • This is a hybrid item that provides a +2 insight bonus to Mysticism checks made to identify haunts, spirits, and other incorporeal undead.
    • The wearer gains a +2 insight bonus to saving throws against fear effects originating from undead creatures.
    • Whispered Inquiry (1/day): As a standard action, the wearer can ask the locket a simple question regarding a recent event (within the last 24 hours) in their current location. The locket provides a cryptic, one-word answer or a brief mental image, which is a divination (sense-dependent) effect.
    • Post-Mortem Echo (1/day): As a standard action, the wearer can touch the locket to the corpse of a creature that has been dead for no longer than one day. The wearer receives a single, vivid sensory impression (a sight, sound, or smell) from the creature’s final moments. The psychic shock of this experience leaves the wearer shaken for 1d4 rounds.

Traveller

Zhodani Thought-Echo Device

This item is an extremely rare and highly illegal piece of psionic technology, occasionally smuggled out of the Zhodani Consulate. To an outside observer, it appears to be a primitive wooden amulet. In reality, it houses a microscopic psionic crystal held in suspension within a bio-gel containing cloned neural cells. The device does not communicate with “spirits” in a mystical sense, but rather attunes a user to the powerful psychic echoes left in the environment by the trauma of violent death.

  • Tech Level: 12
  • Legality: Illegal (Zhodani Military Psionic Technology)
  • Cost: Cr 200,000+
  • Game Mechanics:
    • Psychic Proximity: The device subtly vibrates when within 10 meters of a location where a violent death has occurred within the last 48 hours. This vibration is perceptible only to the one holding or wearing the device.
    • Echo Reading: A user may attempt to actively read the psychic residue in their location. This is a Difficult task.
      • A user with psionic ability must make a Psionics (Telepathy) 10+ check.
      • A user without psionic ability must make an INT 12+ check.
      • Effect (on success): The user receives a single, overwhelming sensory impression from the traumatic event (the sound of a gunshot, the image of a specific weapon, the feeling of terror). The Referee should describe this briefly and vividly.
      • Effect (on failure): The psychic feedback is improperly shielded. The user suffers a neural backlash, taking 1d6 damage that ignores armor. If the roll was an exceptional failure (a natural 2), the user is also stunned for 1d6 rounds.

Warhammer Fantasy Roleplay

Locket of Morr’s Doorway

A rare and unsettling trinket, sometimes found in the possession of priests of Morr, Amethyst Wizards, or those who delve into things best left alone. The amulet is carved from wood taken from a gallows tree or a barrow-oak, with a polished obsidian lens covering the ashes of a dozen souls all given Morr’s Rites at the same pyre. It does not contain souls, but rather acts as a keyhole, offering a brief, dangerous glimpse through the doorway between the world of the living and the realm of the dead. To use it is to invite the attention of things that linger near that door.

  • Qualities: Magical, Unstable
  • Game Mechanics:
    • Chill of the Grave: The wearer feels a deathly chill whenever a Restless Dead (Ghost, Spectre, etc.) is within 6 yards. This sense is instinctual and provides a +10 bonus to any Intuition Test made to detect an ambush or hidden threat from such a creature.
    • A Question for the Tomb: Once per day, the wearer may hold the locket and ask a question about a recent death in the area. This is dangerous and requires a Difficult (-10) Channelling (Azyr) Test. A Priest of Morr or Amethyst Wizard may use their standard Channelling skill instead. On a success, the GM provides a short, cryptic clue. Regardless of success or failure, the character gains 1 Corruption Point for peering so close to the Realm of Souls. A Fumble or any roll that triggers a Minor Miscast on this Test should be treated with particular severity, inviting a malign spirit or causing a bout of temporary madness.
    • The Final Glimpse: By pressing the locket to a corpse no older than one day, the user may witness the last thing that person saw. The shock of this vision requires a Difficult (-10) Cool Test. If the Test is failed, the character gains 1 Stunned Condition. If the Test is failed by 3 or more Success Levels, the character also gains a Terrified Condition. Using this ability, successfully or not, grants the character 1 Corruption Point.