Lore: This artifact represents the forbidden unification of the Lumisari’s cosmic ambition, the College of Dirges’ sorrowful art, and the Aklysian shadow-mastery. History speaks of a rogue Requiem-Composer named Vaelis, who sought not just to listen to the dead, but to amplify their whispers into a power that could rival the gods. Vaelis traveled to the ruins of the Aetheric Condenser, scavenging the shattered “Skyspire” crystals. Using the secret weaving techniques of the Shadow Dancers, he bound these volatile crystals into a harness of Shadowsilk, using the Composer’s Fingerbones of his ancestors as the grounding conduits.
The result is a “wearable reactor” of sorrow and starlight. The Weave collects the ambient “hum” of the universe (Aether) and the “songs” of the dead (Necromancy), condensing them into a shroud of tangible shadow. Vaelis vanished into the Void wearing it, leaving behind only a lingering melody of static and silence.
Description: A flowing, floor-length coat crafted from Shadowsilk that seems to devour ambient light. Integrated into the high collar and shoulders is a framework of Dark Iron and iridescent Lumisari crystals, forming a miniaturized Aetheric Condenser that hums with a low, bone-shaking resonance. The coat is fastened not by buttons, but by toggles carved from yellowed human fingerbones inlaid with spiraling silver wire. When the wearer moves, the crystals flare with prismatic light that is immediately swallowed by the shadow-fabric, creating a “glitching” visual effect where the wearer seems to exist in two places at once.
Slot: Worn Item (Body/Armor)
Stats
- Tier: 3
- Rarity: Legendary
- Armor Class: 14 + Dexterity Modifier (Light Armor).
- Skill Bonuses: +5 Stealth, +5 Arcana, +5 Performance/Insight.
- Resistances: Resistance to Necrotic, Radiant, and Force damage (Harmonized Energy Shielding).
- Durability: 60/60 (Self-repairing via Aether absorption).
Tags: Tier 3, Armor, Necromancy-Tech, Aetheric-Battery, Shadow-Weave, Stealth, Soul-Conduit, Cosmic-Horror, Bardic-Focus, Energy-Harvester, Legendary, Void-Singer, Prismatic-Gloom, Soul-Battery, Ethereal-Fabric, Bone-Circuitry, Dirge-Weaver, Cosmic-Shroud, Phantom-Power, Silence-Engine, Melody-Trap
Multiple Passive Magics
- The Silent Symphony (Auditory/Sensory): The Fingerbone toggles act as antennae for the spiritual plane. The wearer constantly hears the “Soul-Songs” of nearby creatures and the “Hum” of magical constructs. This grants Truesight (30ft) and prevents the wearer from being Surprised by living or undead enemies, as they “hear” the intent before the action.
- Aetheric Shadow-Veil: The Condenser harness absorbs ambient light and magic to charge the Shadowsilk. In dim light or darkness, the wearer is Invisible to vision and Darkvision. Furthermore, the wearer makes no sound (Silent Movement), as the aether dampens the acoustic vibrations of their footsteps.
- The Emotional Key: The armor resonates with the mood of the environment. If the wearer is in a location of sorrow or rage, the armor converts that ambient spiritual energy into Temporary Hit Points (1d10 per round of combat), literally wearing the grief of the room as a shield.
Multiple Active Magics
- Condense Soul-Refrain (Reaction): Trigger: A creature dies within 60 feet. Effect: The Condenser mechanism activates, sucking the “Soul-Song” out of the dying creature before it fades. The wearer gains 1 Aether Charge and learns a secret from the creature’s life. The wearer can expend this charge to cast Counterspell or Shield without a spell slot.
- Sonata of the Void (Action): The wearer touches the Fingerbone clasps and sings a single note. The Condenser amplifies this note through the Shadowsilk, turning it into a physical shockwave. All enemies in a 30-foot radius take 4d8 Force Damage and 4d8 Necrotic Damage. Those who fail a Wisdom save are Stunned by the sheer despair of the amplified melody.
- Aetheric Shadow-Step (Bonus Action): The wearer dissolves into a stream of prismatic aether and shadow, teleporting up to 60 feet to an unoccupied space. Upon arrival, the Vestments release a burst of stored energy, blinding adjacent enemies until the start of the wearer’s next turn.
- Construct of the Mourning Star (Ritual/Action): By expending maximum Aether Charges, the wearer creates a simulacrum of themselves made of solid shadow and starlight. This duplicate has 50 HP, can cast spells the wearer knows, and sings a constant Dirge of Soothing that pacifies hostile spirits and undead within 100 feet.
Item Hit Points (Disabling Magic) As a Tier 3 Legendary artifact woven from resilient Shadowsilk and reinforced with Dark Iron framework, the Aether-Dirge Weave 735 possesses 70 Hit Points and a Hardness/Armor Class of 18.
- Disabled State: If the item is specifically targeted and reduced to 0 Hit Points, the Aetheric Condenser array on the shoulders shatters, and the Shadowsilk turns a dull, lifeless grey. The “hum” of the universe falls silent, and the bone clasps crack open. The item loses all magical properties, becoming a heavy, tattered coat that offers no stealth or resistance benefits.
- Aetheric Rupture: If the item takes 30 or more Force/Radiant damage in a single blow while disabled, the remaining stored energy detonates. This deals 4d6 Force damage to the wearer as the miniature reactor melts down.
Repairing the Item: Repairing the Weave requires re-establishing the delicate balance between the physical shadow-fabric and the metaphysical sound-engine:
- The Shadow-Stitch: Tears in the fabric must be sewn using Shadowsilk Thread that has been soaked in Nightshade Dye and Siren’s Wail (to bind the silence back into the cloth).
- The Crystal Tune: The shattered Lumisari crystals in the shoulder harness must be replaced with Ghost-Quartz or Prism-Glass. These new crystals must then be “tuned” by a Bard or Alchemist using a Harmonic Attunement Fork to match the resonance of the Dark Iron frame.
- The Recharge Ritual: Once physically repaired, the coat must be hung in a place of total darkness that is also exposed to direct starlight (such as a high peak at new moon) for 24 hours. During this time, it must absorb enough ambient aether to restart the “heartbeat” of the Condenser.
In the complex economy of Saṃsāra, the Aether-Dirge Weave 735 is a Tier 3 Legendary artifact. It is a blasphemous yet beautiful fusion of three distinct magical traditions—Alchemical Tech, Necromancy, and Shadow Weaving. Because of its dark history involving the rogue Vaelis, it is rarely displayed openly. It is found only in the most secretive or heavily guarded establishments.
The Silent Frequency (The Obsidian Enclave)
Located within the deepest, sound-dampened sub-basements of the Alchemist’s Conclave, this “shop” is actually a containment facility for dangerous experiments. The Alchemists view the Weave as a volatile reactor first and clothing second.
- The Transaction: The buyer must sign a “Waiver of Catastrophic Resonance.” The item is kept in a glass cylinder filled with inert gas to stop it from absorbing ambient mana. To purchase it, the buyer must demonstrate the ability to stabilize the Aetheric Condenser coils (Arcana check) without causing a meltdown.
- Cost:
- 35,000 Gold Sovereigns (High liquidity).
- Barter: 10 canisters of Refined Aether or a Tier 3 Schematics Tome from the Lumisari era.
- Oath: The buyer must agree to return the “Black Box” data recorder inside the collar to the Conclave once a year.
The Requiem’s Pawn (Sonnet’s Rest)
A hidden backroom behind the pipe organ of a ruined cathedral. This shop is run by an exiled Requiem master who deals in the “Forbidden Melodies”—songs that kill rather than heal. They value the Weave for its Composer’s Fingerbone conduits.
- The Transaction: The shop is pitch black; the owner is blind. The transaction is conducted entirely through sound. The buyer must listen to the hum of the armor and “harmonize” with it using their own voice or instrument. If the armor accepts the buyer’s melody, the sale proceeds. If the armor stays silent, the buyer is rejected.
- Cost:
- 25,000 Lumens (Local currency).
- Sacrifice: The buyer must trade a “Captured Soul-Song” of a powerful hero or villain (stored in a spirit gem).
- Quest: The buyer must promise to use the armor to hunt down a specific “Noise Spirit” that plagues the island.
The Loom of the Void (Shadow Bazaars)
In the shifting markets that exist only during the new moon, the Aklysian Shadow Weavers sell their masterworks. They view this item as the pinnacle of their craft, corrupted by “loud machinery.”
- The Transaction: The Weave is worn by a mannequin made of solid darkness. Prospective buyers must try to put it on without being “rejected” by the shadows (which might try to strangle an unworthy wearer). The sellers speak in sign language only, refusing to add noise to the transaction.
- Cost:
- 40,000 Gold Pieces (Inflated due to rarity).
- Trade: A set of Masterwork Shadowsilk tools or the true name of a rival assassin.
- Payment in Kind: The buyer accepts a “Shadow Mark,” owing the guild one assassination to be called in at a later date.
The Celestial Scavenger’s Barge (The Drift)
A wandering airship that collects debris from ancient wars. The captain doesn’t care about the history; he only cares that the crystals in the shoulders are worth a fortune.
- The Transaction: A chaotic, high-pressure sale. The captain keeps the Aetheric coils running hot to show off the prismatic flare. He markets it as a “God-Killer’s Coat.” He cares about raw value. Negotiation is aggressive; he will threaten to dismantle it for parts if you lowball him.
- Cost:
- 30,000 Credits/Gold.
- Exchange: A fully functional Skyship Engine or a Tier 3 Golem Core.
- Warning: He sells it “As Is”—meaning if the previous owner’s ghost is still haunting the left pocket, that’s your problem.
Roleplaying with the Aether-Dirge Weave 735 requires you to embody the persona of a “Void-Conductor” or a “Living Ghost.” You are a walking paradox: a being of absolute silence who wields the loudest energies of the universe. You do not hide in the dark; you wear the dark as a reactor to fuel your magic.
The Grand Masquerade or Royal Court (Social Infiltration)
In high society, the Weave is a tool of espionage and psychological dominance. You are the ultimate wallflower, absorbing the secrets of the room.
- Defense (The Emotional Key): The room is filled with smiling nobles, but the air is thick with hidden jealousy and rage.
- Roleplay: You stand motionless in a dim corner. You describe the crystals on your shoulders pulsating not with light, but with a dark, rhythmic throb. “The envy in this room is delicious,” you whisper to your party. You describe the armor physically hardening as it feeds on the ambient negative emotion, generating Temporary Hit Points. If a guard approaches, they subconsciously veer away, repelled by the aura of sorrow you are projecting.
- Offense (Condense Soul-Refrain): An assassination occurs—a Duke is poisoned at the banquet.
- Roleplay: While the crowd panics, you step calmly toward the dying man. You touch the bone clasp at your throat. You don’t try to save him; you try to record him. You catch his final breath—the “Soul-Song.” You instantly learn the secret he took to his grave (the name of his killer). You then turn to the killer across the room and hum that specific melody, letting them know they are caught without saying a word.
The Cursed Crypt or Graveyard (Horror/Dungeon)
Here, the Weave functions as a beacon of authority over the dead. You are not an intruder; you are the conductor of their restless choir.
- Defense (Construct of the Mourning Star): A horde of ghouls swarms the corridor.
- Roleplay: You don’t draw a weapon. You expend your Aether Charges to detach your shadow from the floor. It rises up, a silhouette of starlight and gloom, and begins to sing a high, mournful opera. The ghouls stop, mesmerized by the Dirge of Soothing. You and your party walk past them safely, the undead swaying in time to the music of your shadow-double.
- Offense (Sonata of the Void): You face a Banshee whose scream kills.
- Roleplay: You wait for her to scream, then you scream back. But your voice is amplified by the Aetheric Condenser. You touch the fingerbone toggles, and the Shadowsilk ripples like a speaker cone. Your note cancels hers out and hits her with a physical wall of Force and Necrotic energy. “Your song is dissonant,” you declare as her spectral form shatters against the harmonic pressure.
The Magitech Foundry or Wizard’s Tower (High Magic)
In environments saturated with raw magic, your armor becomes a hungry battery. You are a stealth operative who eats security systems.
- Defense (Aetheric Shadow-Veil): You must cross a hallway guarded by Arcane Eyes or magical sensors.
- Roleplay: The air hums with detection magic. Instead of avoiding it, you walk right through it. The Lumisari crystals on your collar flare blindingly white for a split second as they drink the energy of the sensors, then immediately go dark as the Shadowsilk swallows the light. You appear to “glitch” through reality—visible for a frame, then gone. The sensors fail, drained of power, while you remain Invisible and silent.
- Offense (Aetheric Shadow-Step): The enemy wizard casts Fireball.
- Roleplay: You use the absorbed energy to trigger the Shadow-Step. You dissolve into a cloud of prismatic smoke and reappear instantly behind the wizard. The release of displacement energy creates a flash-bang effect (Blinding adjacent enemies). You whisper, “Too loud,” as you deliver a sneak attack, your blade humming with the stored energy of their own spell.
The Deep Wilderness at Night (Survival/Ambush)
Under the stars, the Weave connects you to the cosmic scale of the universe. You are a predator made of starlight and silence.
- Defense (The Silent Symphony): You are being hunted by an invisible stalker or a camouflaged beast.
- Roleplay: You close your eyes. The Fingerbone toggles vibrate against your chest. You tune out the wind and listen for the “hum” of a soul. You point to an empty patch of air. “It breathes in B-Minor,” you say. Your Truesight reveals the stalker’s spiritual outline. You alert the party before the ambush springs, ruining the creature’s element of surprise.
- Offense (Sonata of the Void – Snipe): You see a sentry on a ridge, 60 feet away.
- Roleplay: You adjust the crystals on your shoulder like a sniper adjusting a scope. You focus the Condenser into a tight beam. You hum a single, sharp staccato note. Thrum. The sound wave travels silently until it hits the target, detonating in a Thunder/Necrotic impact that snaps their neck without alerting the rest of the camp. “The song ends,” you mutter, moving into the shadows.

Perception of Activation:
Sight
- User’s Perspective: When the Weave activates, your vision desaturates, turning the world into a high-contrast monochrome of greys and blacks. Living beings and magical constructs appear as vibrant, flowing “scores”—glowing lines of musical notation that represent their life force (Fingerbone legacy). The crystals on your shoulders flare in your peripheral vision, but instead of blinding you, they illuminate the “Aetheric Weave” of the air, showing you hidden currents of magic like neon smoke.
- Observer’s Perspective: Looking at the wearer is nauseating. The Aetheric Condenser crystals flare with blinding prismatic light, but the Shadowsilk immediately devours it. This creates a strobe-light effect where the wearer seems to “glitch” in and out of reality, leaving static afterimages. One moment they are standing there; the next, they are a silhouette of void; the next, a blinding star.
- Positives: The visualization of souls allows for instant threat identification (Truesight). The “glitch” effect makes it incredibly hard for enemies to target a specific body part.
- Negatives: The monochrome vision removes color cues (can’t tell red potions from blue). The strobe effect can be disorienting to allies trying to follow the wearer.
Sound
- User’s Perspective: The silence of the Shadow Dancer legacy clashes with the resonance of the Condenser. You hear a constant, low-frequency “thrum” in your jawbone—the sound of the universe waiting to be conducted. Overlaid on this is the “Silent Symphony”: a cacophony of whispers, half-heard melodies, and distant screams from every spirit within a mile. When you move, you don’t hear footsteps; you hear the soft slide of a cello bow.
- Observer’s Perspective: A sphere of unnatural silence surrounds the wearer (radius 10ft). Within that sphere, all ambient noise is dampened. However, just at the edge of hearing, observers perceive a low, discordant drone that sounds like a choir holding a breath, creating a sense of mounting pressure.
- Positives: Complete auditory awareness of the spiritual plane. Stealth movement is absolute.
- Negatives: The constant “choir” of the dead makes it difficult to sleep or concentrate on mundane conversations.
Touch
- User’s Perspective: The coat feels impossibly heavy when inactive, like wearing lead. Upon activation, it becomes weightless, feeling like a layer of cold running water flowing over your skin. The Fingerbone toggles pulse against your chest with a heartbeat that is not your own. When the Emotional Key absorbs sorrow, the fabric physically tightens, hugging you like a hardened shell.
- Observer’s Perspective: Touching the fabric feels like putting your hand into a snowbank—a dry, biting cold that numbs the fingers instantly. A static charge bristles the hair on the arms of anyone standing too close.
- Positives: The “hardening” sensation provides physical reassurance of protection.
- Negatives: The cold is pervasive; the wearer always feels chilled to the bone.
Smell
- User’s Perspective: The scent of Ozone (from the Condenser) is overwhelming, sharp and metallic. Beneath it lies the cloying, sweet smell of Funerary Lilies and Old Dust (from the Necromancy). It smells like a thunderstorm inside a mausoleum.
- Observer’s Perspective: The air smells “thin” and electric, as if lightning has just struck nearby.
- Positives: The sharp ozone scent clears the sinuses and heightens alertness.
- Negatives: The smell of death is subtle but distinct, often unnerving animals or superstitious NPCs.
Taste
- User’s Perspective: A distinct taste of Ash and Electrified Copper. When you absorb a Soul-Refrain, you taste the “flavor” of that life—bitter for a life of regret, sweet for a life of love, sour for a life of fear.
- Observer’s Perspective: A metallic tang on the tongue, similar to tasting a battery.
- Positives: Provides an additional layer of intuition regarding the nature of the spirits encountered.
- Negatives: The taste of “regret” (Ash) is lingering and ruins the palate for food or drink while the item is attuned.
Extra-Sensory Perceptions
- The Void-Conductor’s Baton (Power/Control)
- User’s Perspective: You feel a terrifying sense of potential. The Aetheric coils on your shoulders feel like loaded springs, aching to release energy. You feel a connection to the “Grid” of magic around you. You don’t just cast spells; you feel like you are pulling loose threads of the universe and knitting them into knots.
- Observer’s Perspective: Mages and psychics feel a “Gravitational Pull” toward the wearer, as if the Weave is a black hole sucking in the ambient mana of the room.
- Positives: A feeling of god-like agency and control over the battlefield.
- Negatives: A “God Complex” temptation; the urge to release all the energy at once just to see what happens.
- The Chorus of the Lost (Empathy/Sorrow)
- User’s Perspective: A constant background radiation of sadness. You feel the weight of every death that has occurred in your vicinity. The Emotional Key ensures you are never truly alone, but also never truly at peace.
- Observer’s Perspective: A feeling of sudden, unexplained melancholy when the wearer enters the room.
- Positives: deep empathic connection to NPCs and spirits, aiding in negotiation.
- Negatives: “Empathic Burnout”—exhaustion from feeling too many emotions that do not belong to you.
Recipe: The Protocol of the Hollow Star
Items Merged
- Aetheric Condenser (Tier 1) – Provides the Dark Iron framework, the iridescent Lumisari crystals, and the core aether-harvesting mechanism.
- Vestments of the Shadow Dancer (Tier 1) – Provides the Shadowsilk base, the stealth enchantments (Shadow Veil), and the light-absorption properties.
- Necromancy 17 of the Composers Fingerbone (Tier 1) – Provides the bone toggles, the silver wire inlays, and the spiritual resonance/soul-song capture magic.
Additional Materials Needed
- Void-Salt: Crystallized residue from a portal to the negative energy plane, used to stabilize the reaction between the “Light” (Aether) and “Dark” (Shadowsilk).
- Mercury from a Broken Thermometer: Collected during a celestial alignment. Used as a liquid conductor to link the bone toggles to the Dark Iron frame.
- A Vial of Silence: A captured acoustic void, harvested from the center of a Silence spell or a deep cavern. This prevents the Aetheric Condenser’s hum from ruining the Shadow Dancer’s stealth.
- The Last Breath of a Star: A metaphorical or literal component (e.g., meteorite dust or a captured will-o’-wisp) to jumpstart the fusion reactor.
Tools Required
- Lumisari Prism-Cutter: A laser-like tool used to reshape the massive condenser crystals into wearable shoulder-pads.
- Needle of the Eclipse: A sewing needle forged from a shadow dragon’s tooth, capable of piercing Dark Iron and Shadowsilk simultaneously.
- Spirit-Tuning Fork: To harmonize the frequency of the Fingerbones with the hum of the Condenser.
- Alchemical Centrifuge: To spin the Void-Salt and Mercury into a binding paste.
Skill Requirements
- Tailoring (Master): Tier 3 Proficiency. To rework the delicate Shadowsilk without destroying its weave while integrating heavy iron components.
- Engineering/Arcana (Master): Tier 3 Proficiency. To miniaturize the towering Aetheric Condenser into a backpack/shoulder unit without causing a magical meltdown.
- Necromancy (Ritual): Tier 2 Proficiency. To bind the Composer’s Fingerbones into the circuit, ensuring they act as spiritual antennae rather than just decoration.
- Jewelry Making: To inlay the silver wire connecting the bone toggles to the crystal reactor.
Crafting Steps
- The Condenser Miniaturization: Disassemble the Aetheric Condenser. Using the Lumisari Prism-Cutter, slice the primary crystals into faceted shoulder-plates. Smelt the Dark Iron frame down and re-forge it into a flexible spinal lattice. This forms the “reactor” of the coat.
- The Shadow-Integration: Lay out the Vestments of the Shadow Dancer. Treat the fabric with a paste made of Void-Salt and Mercury. This weakens the fabric’s resistance to physical matter, allowing the Dark Iron lattice to be sewn inside the layers of the silk using the Needle of the Eclipse.
- The Bone-Circuitry: Take the Composer’s Fingerbones. Drill micro-channels through them. Thread the Silver Wire from the Condenser crystals through the fingerbones, turning them into the toggles/buttons of the coat. The silver wire acts as the “nervous system” connecting the power source (Crystals) to the user’s touch (Fingerbones).
- The Silence Binding: The Condenser will naturally hum loudly. Pour the Vial of Silence directly into the Dark Iron cooling vents. This traps the sound inside the reactor, converting the acoustic energy into additional stealth power.
- The Soul-Song Calibration: Strike the Spirit-Tuning Fork. While it vibrates, the crafter must sing a “Dirge of Binding.” This ritual song forces the Fingerbones to “listen” to the Condenser, creating the feedback loop that allows the armor to harvest soul-songs.
- The Ignition: Don the unfinished coat. Crush the Last Breath of a Star (Meteorite dust) in your hand and slap it against the chest-piece. The Aetheric Condenser will roar to life, flash-frying the shadowsilk into its final, hardened form. The Aether-Dirge Weave 735 is now active.
Man Who Wore the Scream
Stitching of the Loud-Light into the Skin of Silence
Listen, O Mouth-Breather. Read the scratches of the burnt stone. This is the story of the Bad-Maker, the one named Vaelis-of-the-Bone-Ear.
In the Before-Time, the Sky-Drinkers (Lumisari) built a great iron needle to poke the belly of the stars. They caught the Star-Blood (Aether) in a glass cage. The Star-Blood hummed. It was a noise that shook the teeth of the mountain. It was too loud. The cage broke. The Sky-Drinkers died in the fire of the Angry-Light.
Many moons passed. The Bone-Singers (Requiems) walked the earth. They collected the finger-knuckles of the dead to listen to the Ghost-Whisper. Among them was Vaelis. His hunger was a mouth that never closed. He said, “The dead whisper too soft. I want them to shout. I want the ghost to be a hammer.”
Vaelis stole the Knuckles-of-his-Fathers. He stole the Quiet-Cloth (Vestments) from the Dancers-in-the-Ink (Shadow Dancers). The Quiet-Cloth was the skin of the night. It drank the look of the eye. It made the footstep heavy with silence.
Vaelis went to the ruins of the Sky-Drinker. He found the Glass-That-Hums. It was broken, leaking the Star-Blood. Vaelis said, “I will marry the Loud-Light to the Quiet-Cloth.” He did the Forbidden Sewing. He put the Humming-Glass on the shoulders of the Quiet-Cloth. He used the Dead-Knuckles as the buttons to lock the door. He stitched it with the gut of a void-beast.
The Coat woke up. THRUM-SHHH. The Glass tried to scream with light. The Cloth tried to eat the light. The Glass tried to shake the earth. The Cloth tried to silence the shake. The Coat became a war. It became a Trap-for-Noise.
Vaelis put on the Coat. When he walked, he flickered like a candle in a windstorm. He was there, then he was not there. He touched the Bone-Buttons. He sang a note. The Coat grabbed the note. It made the note big. It made the note heavy. The note hit the mountain, and the mountain cracked. He looked at a dying man. The Coat sucked the breath-song out of the man’s mouth. The Coat ate the ghost.
Vaelis laughed. But the Coat did not stop eating. It ate the light of the sun around him. It ate the sound of his own heart. Vaelis became the Hole-in-the-World. He walked into the Deep Dark, wearing the scream of the stars wrapped in the blanket of death. The legend says he is still walking. If you hear a music that makes your bones cold, run. It is Vaelis, trying to find the silence he killed.
Moral of the Story He who wraps the fire in the shadow burns his own darkness; do not try to make the silence loud, for some songs are meant to sleep.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Shroud of the Vaelis Resonance (Artifact 735) Type: Mythos Artifact / Hyper-Geometrical Protection Era: Any (Gaslight, Modern, Future)
Description: A heavy coat of unknown, light-absorbing fabric interwoven with human fingerbones and vibrating dark iron circuitry. It hums with the dissonance of Azathoth’s court.
Powers:
- Aetheric Shadow-Veil (Passive): The wearer is difficult to perceive visually. Grants a Bonus Die to Stealth rolls. However, the wearer suffers a Penalty Die to Listen rolls due to the constant “silent symphony” of the dead.
- Harmonized Shielding (Passive): The armor absorbs kinetic and energy impacts. Armor value 8 points. This armor degrades by 1 point every time it absorbs damage, regenerating 1 point per day if left in starlight.
- Condense Soul-Refrain (Active): Costs 1d4 Sanity. When a human dies within 10 yards, the wearer can capture their dying breath. This restores 1d10 Magic Points to the wearer and grants a glimpse of the victim’s final secret (Keeper’s discretion).
- Sonata of the Void (Active): Costs 10 Magic Points and 1d6 Sanity. The wearer unleashes a directed shockwave of sound and entropy. All targets in a 10-yard cone take 3d6 damage and must roll CON (Hard success) or be Stunned for 1d4 rounds.
- Aetheric Shadow-Step (Active): Costs 5 Magic Points. The wearer teleports up to 20 yards to a location they can see. Witnesses must make a Sanity roll (0/1).
Sanity Cost:
- To Equip: 1d6 Sanity points.
- Curse: While worn, the user cannot sleep, as the “hum” keeps them in a state of hypnagogic trance. They regain no Sanity from rest.
Blades in the Dark
Unique Name: The Void-Song Hull Item Type: Spark-Craft / Occult Armor (Tier III) Load: 2 (Heavy, glowing, humming)
Description: A masterwork of the Aklysian weavers and spark-wrights. A coat that turns the wearer into a walking ghost-reactor.
Effect:
- Shadow-Veil (Prowl): You have Potency when moving silently or hiding in darkness. The coat actively eats light around you.
- Soul-Battery (Attune): You can “feed” the coat the death of a victim (Skirmish/Kill) to clear 2 Stress.
- Aetheric Glitch (Resist): You can mark armor (1 use) to phase out of reality for a split second, negating physical harm or trapping effects completely.
Active Ability (Sonata of the Void): You may mark 3 Stress to unleash the stored energy in the shoulder-crystals. This acts as a Wreck or Skirmish action with Great Effect, blasting a group of enemies backward with a wave of necrotic force and deafening sound.
Drawback:
- Volatile: If you take Level 3 Harm from mystical sources, the Aetheric Condenser might rupture. This creates a Level 4 Harm complication (“Aetheric Meltdown”) unless resisted.
- Beacon: To ghosts and hull-pilots, you shine like a lighthouse. You cannot hide from the spirit world.
Dungeons & Dragons (5th Edition / 2024 Revised Rules)
Unique Name: Aether-Dirge Weave 735 Armor (Studded Leather), Legendary (Requires Attunement by a Bard, Rogue, or Warlock)
Description: A floor-length coat of shadowsilk reinforced with dark iron and fingerbone toggles. It hums with a terrifying resonance.
Properties:
- Armor Class: 14 + Dexterity Modifier.
- Passive Benefits: You have Resistance to Necrotic, Radiant, and Force damage. You have Truesight out to a range of 30 feet. You gain a +5 bonus to Stealth checks.
- The Emotional Key: When you start your turn within 30 feet of a creature that is Frightened or below half its hit point maximum, you gain 1d10 Temporary Hit Points.
Active Abilities (Charges: 6, Regains 1d6 at Midnight):
- Aetheric Shadow-Step (1 Charge): As a bonus action, you teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of your arrival space must succeed on a DC 17 Constitution saving throw or be Blinded until the start of your next turn.
- Sonata of the Void (3 Charges): As an action, you unleash a wave of discordant energy. Each creature in a 30-foot sphere centered on you must make a DC 17 Wisdom saving throw. On a failure, they take 4d8 Force damage + 4d8 Necrotic damage and are Stunned until the end of your next turn. On a success, they take half damage and are not stunned.
- Condense Soul-Refrain (Reaction, 0 Charges): Trigger: A creature with a CR of 1 or higher dies within 60 feet of you. Effect: You capture a fragment of its soul. You regain 1 expended Charge.
Curse:
- The Silent Symphony: You have Disadvantage on Wisdom (Perception) checks that rely on hearing, as the armor constantly whispers the songs of the dead into your ears.
Knave (2nd Edition)
Unique Name: Vaelis’s Glitch-Coat Slot: 3 (Bulky Armor + Generator) Durability: 12 (Self-Repairing) Quality: Legendary
Description: A coat of shadows and iron that turns death into fuel.
Traits:
- Defense: Armor 6 (High protection).
- Stealth: The wearer makes no sound and casts no shadow.
- Ghost-Sight: The wearer can see spirits and magical auras perfectly.
Actions (Costs 1 Durability Point per use):
- Phase: Teleport to a spot you can see nearby. Anyone near you when you land is blinded.
- Scream: Blast all nearby enemies. They take damage equal to your WIL bonus and lose their next turn (stunned).
- Feed: If an enemy dies nearby, repair 1d4 Durability points to the coat instantly.
- Ignore: Ignore one attack of magical energy (Fire, Ice, Magic Missiles) completely.
Breakage: If Durability reaches 0, the Aetheric Condenser explodes. The wearer takes 3d8 damage (Direct) and the coat dissolves into useless grey ash.
Fate (Fate Condensed / Core)
Unique Name: The Aether-Dirge Weave 735 Type: Arcane Artifact (Extra) Permissions: Requires an Aspect related to Necromancy, Shadow-Walking, or Cosmic Horror (e.g., “Conductor of the Void Choir”). Cost: 5 Refresh (Legendary Artifact)
Description: A coat of devouring shadowsilk and humming dark iron that turns the death of others into fuel for the wearer.
Aspect: “The Stitching of Loud-Light and Silence” (Invoke for stealth, intimidating displays of cosmic power, perceiving spirits, or resisting magical energy. Compel for the overwhelming noise of the dead, the chill of the void, or the glowing crystals ruining stealth in bright light.)
Stunts & Mechanics:
- The Silent Symphony (Passive): You gain +2 to Notice when detecting living or undead creatures, regardless of visibility, by hearing their “Soul-Songs.” You cannot be Surprised by any creature with a soul.
- Aetheric Shadow-Veil (Passive): You gain +2 to Stealth and can hide even while being observed, provided there is some shadow present.
- Sonata of the Void (Attack): Once per scene, you can spend a Fate Point to unleash a wave of despair. Make a Shoot or Provoke attack against everyone in your zone. If successful, you deal Physical or Mental stress (your choice) and place the situational aspect “Stunned by the Dirge” on the zone with one free invoke.
- Aetheric Shadow-Step (Movement): You can move up to two zones as a free action by dissolving into shadow and light. If you end this movement adjacent to an enemy, you gain a Boost called “Prismatic Flash” against them.
- Condense Soul-Refrain (Special): When a Nameless NPC or Supporting NPC is taken out in your zone, you may mark one box of Stress (Physical or Mental) as cleared, or remove a Mild Consequence, as the armor feeds on their departing melody.
Numenera & Cypher System
Unique Name: The Aetheric Shroud (Artifact 735) Type: Artifact Level: 9 Form: A floor-length coat of synthetic shadow-weave with shoulder-mounted crystal capacitors.
Effect:
- Passive: The wearer has an Asset on all Stealth tasks and Speed defense tasks. The wearer gains +3 to Armor against Energy, Necrotic, and Ambient damage.
- Passive (Sensory): The wearer can perceive spirits, dimensional phases, and invisible creatures within Short range (Asset on Perception).
- Sonata of the Void (Active): Costs 6 Intellect. The wearer releases a shockwave. All creatures within Short range take 8 points of damage (ignores Armor) and move one step down the Damage Track (Stunned) for one round.
- Shadow-Step (Active): Costs 4 Speed. The wearer teleports to an open location within Long range. Upon arrival, all creatures within Immediate range are Dazzled (difficulty of tasks increased by one step) for one round.
- Soul-Condenser (Triggered): If a level 2 or higher creature dies within Short range of the wearer, the artifact absorbs the energy. The wearer recovers 1d6 points to their Intellect Pool. This can happen no more than once per round.
Depletion: 1 in 1d100 (Checked daily or after using the Sonata).
Pathfinder (2nd Edition Remaster)
Unique Name: Aether-Dirge Weave Item Level: 19 Price: 65,000 gp Usage: Worn (Armor); Bulk: 1 Traits: Artifact, Magical, Necromancy, Shadow, Void, Auditory.
Description: A legendary coat of shadowsilk and dark iron that grants the wearer mastery over silence, souls, and starlight.
Armor Stats:
- Base: Light Armor (+3 item bonus to AC, Dex Cap +5).
- Runes: +3 Major Resilient, Shadow, Greater Invisibility (flavor).
Activation:
- Passive (Harmonized Shielding): You gain Resistance 15 to Void, Force, and Vitality (Positive) damage. You gain Truesight out to a range of 30 feet.
- Activate — Aetheric Shadow-Step [one-action] (Teleportation, Light, Shadow): You Stride into the weave. You teleport to a space within 60 feet. Upon arrival, you emit a flash of prismatic light. All adjacent creatures must succeed at a DC 41 Fortitude save or be Dazzled for 1 round.
- Activate — Sonata of the Void [two-actions] (Auditory, Void, Force, Attack): You sing a note of destruction. Creatures in a 30-foot emanation take 5d8 Force damage and 5d8 Void damage (Basic Will DC 41). On a Critical Failure, the creature is Stunned 2. Frequency: Once per 10 minutes.
- Activate — Condense Soul-Refrain [reaction] (Necromancy, Healing): Trigger: A creature within 60 feet dies. Effect: You absorb the escaping soul-song. You regain 4d8 Hit Points, and your next Spell or Strike gains a +2 status bonus to attack or DC. Frequency: Once per minute.
Savage Worlds (Adventure Edition)
Unique Name: The Aether-Dirge Weave Rank: Legendary Type: Relic (Tier 3) Weight: 8 lbs
Description: A coat of hardened shadow and crystal that hums with the music of the dead.
Notes:
- Armor: +4 (Magically hardened Shadowsilk).
- Stealth: The wearer gains a +2 bonus to Stealth rolls and is considered Invisible in Dim or Dark lighting.
- Truesight: The wearer ignores Illumination penalties and can see invisible entities/spirits.
- Powers (20 PP, Recharges 1/hour):
- Teleport (2 PP): “Aetheric Shadow-Step.” Trapping: Dissolving into light/shadow.
- Havoc (2 PP): “Sonata of the Void.” Trapping: Sonic/Necrotic wave.
- Deflection (2 PP): “Harmonized Shielding.” Trapping: Distorting reality to avoid hits.
- Stun (2 PP): “Despair Note.” Trapping: Overwhelming auditory emotion.
- Soul-Battery (Special): Whenever a Wild Card enemy or a creature of Size 2+ dies within 12″ (24 yards) of the wearer, the wearer automatically regains 1d6 Power Points.
- Taint (The Constant Choir): The wearer suffers the Phobia (Silence) Hindrance (Minor). Because they constantly hear the dead, actual silence is terrifying to them. They also suffer -1 to Notice rolls for auditory cues not related to spirits.
Shadowrun (6th Edition / Sixth World)
Unique Name: The Vaelis Weave (Artifact 735) Type: Unique Enchanted Armor (Light Security) Availability: 36F (Unique/Forbidden) Cost: N/A (Estimated Value: 2,500,000¥) Armor Rating: +5 (Stacks with worn armor like a coat)
Description: A long coat of light-eating fabric with a collar of crystallized mana and blackened iron. It is a terrifying fusion of Necromancy and Artifice metamagics.
Magical Abilities:
- Aetheric Shadow-Veil (Passive): The wearer gains Ruthless Stealth. They gain a +4 dice pool bonus to Sneak tests and are invisible to Thermographic and Low-Light vision. The wearer makes no sound (Silence spell effect, Force 10).
- The Silent Symphony (Passive): The wearer possesses Dual Nature while wearing the coat. They gain +3 dice to Assensing tests to detect living beings or spirits. They cannot be surprised by living targets within 50 meters.
- Condense Soul-Refrain (Triggered): When a sentient being dies within Essence x 5 meters of the wearer, the coat absorbs the escaping mana. The wearer recovers 1 Edge or heals 2 boxes of Stun Damage. This is a Necromantic effect.
- Sonata of the Void (Major Action): The wearer releases a mana-scream. It functions as a Stunball spell (Force 12) centered on the wearer (wearer is immune). Damage is Stun, resisted by Willpower.
- Aetheric Shadow-Step (Minor Action): The wearer dissolves into the astral and reforms physically nearby. They may teleport up to Magic x 2 meters to a line-of-sight location.
Drawback:
- Astral Beacon: The coat shines like a supernova in the Astral Plane. It cannot be masked. Spirits of Man and Death are instinctively hostile to the wearer.
- Essence Void: Prolonged use (more than 1 hour) causes the wearer to suffer 1 box of unresisted Physical damage as the coat feeds on their life force.
Starfinder (2nd Edition Playtest)
Unique Name: Aether-Dirge Weave 735 Item Level: 19 Price: 600,000 Credits Usage: Worn (Armor); Bulk: 1 Traits: Artifact, Magical, Shadow, Necromancy, Auditory, Light
Description: A legendary overcoat that functions as a necromantic reactor, turning death into power and silence into a weapon.
Armor Stats:
- EAC Bonus: +22
- KAC Bonus: +23
- Max Dex Bonus: +8
- Armor Penalty: 0
- Upgrade Slots: 4 (Occupied by Artifact Upgrades)
Activation:
- Passive (Void Shielding): You gain Resistance 20 to Cold, Acid, and Sonic damage. You have Darkvision and See Invisibility active constantly.
- Activate — Aetheric Shadow-Step [one-action] (Teleportation, Shadow): You dissolve into prismatic gloom. You Teleport up to 90 feet to a space you can see. Creatures adjacent to your arrival point are Blinded for 1 round (Reflex DC 43 negates).
- Activate — Sonata of the Void [two-actions] (Auditory, Force, Necromancy): You sing a single note amplified by the condenser. Burst 30 feet. Creatures in the area take 6d10 Force damage and 6d10 Void damage (Basic Will DC 43). Creatures that fail are Stunned 1. Frequency: Once per 10 minutes.
- Activate — Condense Soul-Refrain [reaction] (Healing, Necromancy): Trigger: A significant enemy (CR 15+) dies within 60 feet. Effect: You absorb the soul-echo. You regain 1 Resolve Point and gain 30 Temporary Hit Points.
Traveller (Mongoose 2nd Edition)
Unique Name: Ancients’ Void-Shroud (Artifact 735) TL: 20 (Transcendental / Ancients) Weight: 3.0 kg Cost: MCr 800 (Priceless)
Description: A coat made of “smart-matter” shadowsilk that interfaces with the user’s nervous system via bone-conductive toggles. It manipulates local physics to dampen light and sound while harvesting bio-energy.
Game Mechanics:
- Active Camouflage (Passive): The wearer is effectively invisible to visual, infrared, and auditory sensors (DM-6 to detect).
- Aetheric Shielding (Passive): The coat provides Protection +20 against all damage types. It converts incoming energy (Laser/Plasma) into charge for the suit.
- Bio-Scanner (Passive): The fingerbone interface projects a HUD of all life signs within Medium range, even through walls.
- Function: Void Pulse (Active): Costs 1 Suit Charge. The wearer emits a omnidirectional blast of sonic pressure. All targets within Short range take 5D damage and must check END (12+) or be knocked unconscious.
- Function: Displacement (Active): Costs 2 Suit Charges. The wearer teleports up to Medium range instantly.
- Function: Harvest (Reaction): When a biological entity dies within Personal range, the suit harvests the residual bio-electric field, restoring 1 Suit Charge.
Warhammer Fantasy Roleplay (4th Edition)
Unique Name: The Raiment of the Mourning Star Type: Magical Armor (Body) Encumbrance: 1 Availability: Unique (Hidden in the vaults of the Amethyst College or a Vampire Count’s treasury) Qualities: Durable, Impenetrable, Magical, Lightweight
Description: A coat of shadow-cloth pinned with fingerbones. It hums with the Wind of Shyish (Death) and Ulgu (Shadow).
Rules:
- Armor Points: 4 (All Locations). This armor ignores the Penetrating quality of weapons.
- The Shadow-Walk: The wearer gains +40 to Stealth Tests and Perception Tests involving hearing (listening to souls).
- The Dirge of Ruin (Active): As an Action, the wearer sings a note of doom. All living creatures within 10 yards must pass a Hard (-20) Willpower Test or gain 3 Stunned Conditions and take 1d10+5 Wounds (ignoring TB/AP).
- Soul-Drinker (Passive): If a living creature is killed within 10 yards of the wearer, the wearer may immediately remove 1 Fatigued Condition or regain 1d10 Wounds.
- Ethereal Step: The wearer can spend a Fortune Point to gain the Ethereal trait for 1 Round, allowing them to pass through solid objects and be immune to non-magical attacks.
- Curse of the Void: The wearer gains 1 Corruption Point for every week the armor is worn. The user begins to hear the voices of the dead constantly.
