Lore
When the ice-rim caravans of the noaidit met the garden-clan of the Isle of Echoes, Arnja’s storm-sung hearth and Kael’s leaf-born renewal were braided into one rite. A final thread came from the Ukiuk shaman who survived the crevasse—her tupilak shard taught the pact of perfect stillness. In a moonlong vigil they fed a pot with juniper smoke, planted its broth among living roots, and quenched the rootball with glacial melt taken from the Great Glacier’s heart. By dawn the broth had shaped itself into a spirit-tool: a cooking ladle sleeved in living vines, its bowl set with an unmelting blue eye. It has since walked Saṃsāra where food is scarce, gardens are failing, or fires grow cruel—answering only those who promise to warm the cold, heal the hungry, and never waste a drop.
Description
A broad-bowled antler-and-coral ladle, inlaid with an unmelting glacial-ice cabochon that forms a translucent “eye” in the bowl’s center. Verdant vine-bands twine the handle, sprouting tiny leaves that bud and fall in a slow, rhythmic cycle. Juniper-dark grooves spiral along the shaft; when the tool hums to life, the grooves glow auroral blue while the vines pulse a soft green. Breath near the bowl frosts into lace; touch near the grip begets dew and earthy scent.
Stats
- Type: Hybrid spirit-tool (cook’s focus / nature conduit / cryomantic regulator)
- Tier: 3
- Rarity: Very Rare
- Weight: 1.8 lb
- Durability: 200/200 (repairs by re-smoking over juniper and replanting the vines overnight in living soil or snow)
- Attunement/Use: Bonds on first shared meal you cook with it; breaks if you knowingly poison or starve a guest.
- Skill Synergy: +2 to Cooking/Herbalism/Nature checks made to prepare, preserve, or diagnose food and flora; +2 to Survival/Endurance vs. cold, hunger, or exposure while carried.
- Charges: Holds 6 concord charges; all active magics draw from this pool. Regains 1d3 charges at dawn if left either (a) buried in soil, (b) hung over a gentle fire, or (c) packed in clean snow—choose one; double the regain if two conditions are met.
Tags
Tool, Worn-compatible, Nature Magic, Ice, Healing, Divination, Control, Utility, Plant-Cloning, Cold-Resilience, Culinary-Magic, Spirit-Bound, Tier-3, Eco-Renewal, Hearthcraft, Preservation, Ley-Attuned, Expedition, Survivalist, Culinary-Focus, Frostward, Botany, Ritual-Implement, Anti-Vermin
Passive Magics
- Hearth-Whisper Chorus – Ingredients and nearby plants (30 ft) “ring” to your senses: freshness, toxicity, hydration, and latent medicinal value are apparent as tonal colors; advantage/bonus to identify spoilage or useful herbs.
- Even-Bubble Axiom – Any liquid you stir holds perfect simmer regardless of flame or wind; cooked food kept within 5 ft resists spoilage for 72 hours and grants +1 morale to those who share it as a meal.
- Heart of Winter, Root of Spring – You and adjacent allies within 10 ft count as naturally acclimated to severe cold; you ignore the first step of environmental fatigue. Your unarmed touch can chill or cool objects harmlessly (no damage).
- Spirit-Ward Aroma – While cooking, vermin, minor spirits, and insects remain 10 ft away unless hostilely compelled; hostile swarms suffer disadvantage/penalty on approaches into the aroma.
- Life-Sense Web – Vines relay micro-vibrations: you detect living plant mass, root tunnels, and thin soil pockets within 20 ft even through light cover; you gain sure footing on wet or icy surfaces you have stirred upon (reduced slip/fall risk).
Active Magics
All activations require the tool in hand and expend charges as noted.
- Soul-Bone Concord (2 charges, 10 minutes)
Stir a communal pot or kettle. Up to 10 creatures who each eat a serving within 1 hour regain 2d4 vitality and remove 1 level/step of fatigue or an equivalent minor condition. Each recipient gains advantage/bonus on the next check to resist cold or disease before the next dawn. - Runebowl Augury: Tri-Ward Casting (1 charge, 1 minute)
Drip broth into the bowl and ask up to three yes/no questions about the next 8 hours concerning (a) travel safety, (b) food/water security, (c) guest well-being—one per category. Warmth = yes, chill = no, alternating pulse = unclear. If you cooked for those present within the last hour, treat one unclear as a weak “yes” or “no.” - Verdant Replicator Rite (2 charges, 1 minute)
Touch a healthy plant (or viable cutting). Creates up to three stable clones (each ≤ 2 ft high) within 10 ft. If planted or trellised within 10 minutes, they become permanent; otherwise they persist 8 hours. In dungeons/urban zones with little soil, conjures potted rootballs. Clones can form barriers (difficult terrain in a 10-ft strip) or provide fresh rations for 5 creatures. - Flash-Freeze Lattice (1 charge, action)
Instantly freeze up to a 10-ft square, 1-inch layer of nonmagical liquid or slush, or lock a Medium object’s moving parts for 10 minutes (hardness improves; picks/repairs suffer penalty). On surfaces, creates slick ice (difficult, potentially hazardous terrain); in heat, becomes rime that persists 1 minute. - Hoarfrost Grip, Greater (2 charges, action/touch or ladle-tap)
Make a touch or close-reach ladle strike: on success the target is wrapped in rime and Slowed/Impaired for 1 minute (save/resolve check halves to 1 round). Cold-immune targets instead suffer disadvantage/penalty on Dexterity-based actions for 1 round. Nonlethal; leaves crystalline fractals. - Hearthbloom Bastion (2 charges, 1 action, 10-ft radius, 1 minute)
You raise a dual ring: inner warm aura (comfort, advantage vs. fear due to starvation/cold) and outer bramble-ice wreath (treat as half-cover against ranged; swarm/Small creatures take minor cold or thorn pricks crossing). The circle moves with you at half speed; breaking the circle ends the effect. - Thrice-Bound Preservation (1 charge, 1 minute)
Seal a crate, cask, or meal for travel: contents remain fresh and pest-free for 14 days, or until unsealed by the bearer’s touch or the spoken kitchen-name used at attunement.
Specific Slot
Tool (hand-held spirit implement). May be stowed on a belt loop or harness. Counts as a single tool; can be used alongside worn items (rings/bracers) without occupying a worn slot.
Item Toughness & Repair
Item HP (Structural): 40
Hardness/DR: 5 vs. mundane bludgeoning/piercing/slashing; 10 vs. fire and cold (unmelting ice + even-simmer ward); 0 vs. force/sonic “shatter” effects.
Vulnerabilities:
- Sonic/force damage deals +50% (resonance fractures the glacial eye).
- Acid/corrosive ignores half the item’s Hardness and targets the vine-wrap first (on a failed save/check the Life-Sense Web goes dormant for 1 hour).
Critical Hit Clause (Glacial Eye): Any single strike that deals 12+ damage after Hardness forces a Shiver test (GM adjudication); on failure the tool becomes Dormant (all magic disabled) until stabilized.
Disabling the Magic:
- At 0 HP the Concord 7326 becomes Dormant: passives and actives suspend; the bowl’s “eye” turns opaque, grooves stop glowing, and the vines wither to brown.
Field Stabilization (10 minutes):
- Pack the bowl with clean snow or spring water, wrap the handle in living leaves, and smoke briefly with juniper. Restores 1d6+2 HP and ends Dormant if the glacial eye isn’t cracked.
Full Ritual Repair (Overnight):
- Juniper Re-Smoke: slow, blue smoke across the spiral grooves (seals micro-fractures).
- Soil/Snow Bed: bury the vine-wrap in living soil or clean snow until dawn (re-roots the Life-Sense Web).
- Resin & Sinew Set: bind splits with plant resin and braided sinew; dust the rim with powdered coral.
- Restores up to 30 HP (to the 40 HP max).
- If the glacial eye is cracked, inlay a tupilak ice sliver or “glacier teardrop” (rare reagent) and repeat steps 1–3; this fully restores magic and removes Dormant.
Craft Repair (Workshop Option): With proper tools and materials, spend 4 hours to restore 2d6+6 HP; double if the item suffered acid damage.
Where the Concord 7326 of Frost-Root Hearthcoil (Tier 3) realistically changes hands across Saṃsāra, how deals work, and typical prices. Values are given in gold pieces (gp) with common barter equivalents noted; resale ranges assume the item is healthy (not Dormant) and passes an authenticity exam.
- Ukiuk Ice-Lodge Shamanry (Great Glacier rim)
How: Not a storefront—petition the lodge matron with gifts of warmth (seal oil, sun-dried meats, aurora-charcoal). A night of trials follows: cold-vigil, broth-rite, and a spirit reading. If accepted, the coil is bestowed with a naming hum.
Buy: 1,400–1,800 gp in approved barter (no coin), e.g., heat sources, winter textiles, or a pledged escort of three zeppelin berths for an Inuit caravan.
Sell: They rarely buy; if returning a coil for re-homing, receive 600–800 gp worth of lodge credits, provisions, and passage. - Aegean Grand Tidetower Foundry-Bazaar (Tidehaven)
How: Licensed arcane tool counter within the Tidetower’s lower galleries. Requires proof of Wavekeeper patronage or culinary-herbal guild badge; an examiner performs a ley-pulse and frost-stress test.
Buy: 1,750–2,200 gp (paper letters of credit accepted; +10% for rush consecration).
Sell: 900–1,200 gp if the glacial eye is pristine; 500–700 gp if minor resonance cracks show (they’ll bill you for re-smoke and inlay). - Coral Archivist Exchange (Coralia Major, underwater dome market)
How: Trade is conducted in bubble-booths. Demonstrate undersea function—freeze-line, broth-stability in brine, and plant-clone with sea-vine.
Buy: 1,600–2,000 gp equivalent (pearls, aura-polyps, or reef scrip).
Sell: 800–1,100 gp; +10% if fitted with a seawater-rated sinew wrap. - Sky-Bazaar of Aru-Kylä (floating metropolis)
How: Auction on suspensor nets. Sky-caterers and expedition quartermasters bid; a glide-line drop test proves the grapnel-safe balance of the frame.
Buy: 1,900–2,400 gp (sky-silver or insured drafts).
Sell: 950–1,350 gp; best if accompanied by a recent service log and juniper-smoke provenance. - Forge-Borough Guild Emporium (industrial megacity)
How: Counter sale with serial registry. Must pass steam-stability inspection and sonic-resilience ping. Optional guild warranty (annual re-smoke + soil bed).
Buy: 1,600–2,050 gp (+75 gp for 1-year warranty).
Sell: 850–1,000 gp; deduct 50–150 gp for acid scarring or dormant episodes on record. - Subterranean Gloomspire Healers’ Grotto (cave megacity)
How: Candlelit appraisal; they value the coil’s broth-ward and plant-replication for fungus farms. Payment often mixed: coin plus glowmoss and tonic quotas.
Buy: 1,450–1,850 gp (or 1,000 gp + three crates of medicinal caps).
Sell: 780–1,050 gp; +100 gp bonus if tuned to fungal growth patterns. - Grand Port Hall of Elemental Curios (coastal trade hall)
How: Weekly hammer auction. Provenance scroll required; a clerk freezes and thaws three liquids (freshwater, seawater, oil) to verify tier integrity.
Buy: 1,700–2,300 gp (10% buyer’s premium).
Sell: Hammer price minus 8% factor’s fee → usually nets 1,000–1,400 gp. - Pilgrim-Way Hearth-Hospice Consortium (high passes)
How: Quasi-charitable placement. Buyers must swear the Hearth Oath to feed the next stranger. Coins accepted but discounts for service pledges.
Buy: 1,300–1,650 gp, or 900 gp + a season of hospice cooking duty.
Sell: 700–900 gp; often as travel credit, shelter chits, and supply scrip. - Riverine Smugglers’ Ledger-Boat (floating black market)
How: Quiet night deals; authenticity via quick freeze-lock on a cargo latch, then a broth-scry for safe patrol windows. No questions asked.
Buy: 1,200–1,500 gp (risk discount, no warranty).
Sell: 600–900 gp (dinged further if the coil’s aura is “too loud” and attracts spirits). - Collegium of Botanical Alchemy (university town)
How: Scholarly grant purchase for field labs; they demand a lab demo: clone target plant, stabilize temperature curve, and perform a yes/no broth augury on expedition risk.
Buy: 1,550–2,100 gp (or grant credits + rare reagents worth the same).
Sell: 900–1,250 gp; generous if you include growth notebooks and calibration data. - Desert Sirocco Outpost (silk-road gorge)
How: Extreme-heat trials at a dune-kiln. They prize even-simmer in low-water cooking and cold wards.
Buy: 1,800–2,300 gp (or 1,400 gp + two kegs of glacial rune-ice).
Sell: 850–1,150 gp; –100 gp if the vine-wrap shows heat desiccation. - Ruined-Frontier Siege Market (old war belt)
How: Scavenger brokers move expedition gear. Expect a hard haggle and a “shatter-song” test (dangerous for the coil).
Buy: 1,250–1,600 gp (cash only), high variance.
Sell: 550–850 gp; they penalize any resonance scars or missing smoke logs.
Notes on legitimacy & paperwork
• Most legal venues issue a Ley-Pulse Card (proving pass/fail on frost, simmer, and augury tests) and record the Shiver Index (sonic brittleness). A clean card adds ~+5% resale value.
• Provenance boosts price: signatures from an Ukiuk matron, a Tidetower examiner, or a Collegium botanist each add +50–100 gp.
• Barter always trends to warmth and food security: fuel, preserved rations, pearls, glowmoss tonics, dirigible freight space, or grant credits regularly stand in for coin.
How to roleplay the Concord 7326 of Frost-Root Hearthcoil (Tier 3) in action across Saṃsāra’s major environments, showing clear defensive and offensive beats that fit table play and narrative flair.
Shimmering Coastlines & Ship Decks
Defense:
- Plant the bowl to trigger Hearth-Anchor Ward; ropes and rigging stop whipping, crew gain steadied footing as Even-Bubble heat keeps hot tar/soup stable during squalls.
- Flash Freeze Array skims a slush film over slick planks, then you carve safe lanes with the ladle’s rim—perfect for retreats or bracing against boarding shoves (advantage to resist being moved).
Offense:
- Snap-freeze grapnels and boarding hooks mid-arc; a pirate’s line shatters on the capstan.
- Whip the Thermal Inversion Veil past an oil lamp—hot draft gets eaten by cold, snuffing light and morale before a counter-boarding push.
Underwater Coral Metropolises
Defense:
- Pulse the Hearth-Anchor Ward around a reef-gate; currents settle to laminar flow, letting allies aim.
- Use Verdant Replicate (Major) to clone thorn-coral as a living barricade; bioluminescence marks a “home line” for regrouping.
Offense:
- Hoarfrost Grip++ along a sea-serpent’s gill seam—no damage, but a minute of sluggish turns.
- Flash Freeze Array into micro-hail that sandblasts barnacle-armor; follow with trident or javelin.
Levitating Islands & Sky-Bazaars
Defense:
- In crosswinds, a low swirl with the bowl calms rotor wash and kite-bridges via Hearth-Anchor Ward; allies ignore shove effects from gusts.
- Runebowl Augury+ checks “Is the next gust a shear?”—position the party before it hits.
Offense:
- Flick a crescent of cold air to cut a glider’s lift for one beat (Veil), forcing a hard landing.
- Slap-freeze a sky-pirate’s line-gun barrel; the next shot jams and vents frost.
Inland Jungles & Mist-Cliffs
Defense:
- Verdant Replicate (Major) pops a dense wall of sting-vines between you and charge beasts; your team threads the safe tunnel you “taste-mapped” earlier.
- Soul-Bone Infusion+ in field broth removes fatigue and heat sickness after a run through the canopy.
Offense:
- Veil a miasma cloud—cold collapses the vapor so you can advance.
- Hoarfrost Grip++ on an ape-beast’s forearm to deaden tendons; call your archer to pin while it fumbles its next swing.
Desert & Sirocco Gorges
Defense:
- Set the bowl on a dune and invert the thermal column: a cool bubble forms for accurate shots and stable spell circles; mirage distortion drops.
- Runebowl Augury+ for “Is the ambush north?”—choose the shaded canyon.
Offense:
- Flash Freeze Array turns a poured waterskin into skating ice under dune-raiders; their mounts lose traction.
- Quick-freeze a heated scimitar mid-swing; brittle steel chips on your buckler.
Subterranean Megacities & Fungal Vaults
Defense:
- Even-Bubble steam and Hearth-Anchor Ward damp shockwaves from mining charges; allies resist deafening concussions.
- Clone spore-fans with Verdant Replicate to baffle echo-location predators and mask scent trails.
Offense:
- Veil over a lava vent to quench updrafts, shutting down a foe’s smoke cover.
- Hoarfrost a stone-louse’s joint cluster; your pick-wielder auto-wins the pry contest.
Ruined Siege-Belts & Industrial Yards
Defense:
- Ladle a clockwise ring on rubble; Hearth-Anchor Ward stabilizes footing amid marbles, casings, oil.
- Soul-Bone Infusion+ field ration—wipe one step of exhaustion and get everyone advantage vs. fear for the breach.
Offense:
- Flash Freeze Array into gearboxes, then shatter with a haft tap; the winch stalls during an enemy gate raise.
- Augury asks, “Will the next volley hit this parapet?”—if yes, you rotate the banner and bait a mis-range.
Urban Alleys & Grand Ports
Defense:
- Freeze-seal alley puddles to create a mirrored early-warning “periscope.”
- Ward calms stampedes: market crowd pressure counts as difficult terrain for everyone but your party.
Offense:
- Veil an overheated boiler vent; the sudden vacuum coughs, blowing soot into pursuers’ faces.
- Grip++ on a duelist’s sword hand—no damage, but a trembling disarm window.
Frozen North & Glacier Rims
Defense:
- The coil’s native turf: Hearth-Anchor Ward turns whiteout into walkable calm; camp lines don’t flap, tents don’t shear.
- Soul-Bone Infusion+ broth is morale rocket fuel—heat, 1 level of fatigue cleared, and frostbite checks eased.
Offense:
- Flash Freeze Array sculpts ice caltrops from drift; pack hunters slip on approach.
- Hoarfrost Grip++ taps a tundra troll’s tendons; your skirmisher kites it while the party places charges.
Coral Trenches & Wreck Dives (Low-Vis Missions)
Defense:
- Pair Veil with Augury: “Is there a predator within three strokes?” If yes, you invert heat to force thermoclines that reveal wakes.
- Replicate sea-kelp as a soft-net to catch falling allies or artifacts.
Offense:
- Flash-freeze a small water wall in a hatchway—it becomes brittle ice you can shove to slam-trap a corridor for a round.
- Hoarfrost a rust-wight’s hinge cluster; it collapses under its own weight.
Table Cues & Sensory Color
- When defending, describe the bowl’s hum syncing to your pulse, steam halo smoothing chaos, and frost-scrolls writing “stay” onto wind and wave.
- When attacking, play the opposites: heat devoured into hush; ropes snapping like sugar glass; plants arriving exactly where intention points.
Synergy Tips
- Open with Augury+ (positioning), hold Ward for the “oh no” moment, then choose offense: Veil for space control, Flash Freeze for objects/terrain, Grip++ for disabling key limbs.
- Between fights, Infusion+ resets tempo; Replicate reshapes the map (cover, ladders, chutes, thorn-fences).
Use the coil as a field general’s utensil: it doesn’t out-damage a greatsword—it changes the circumstances so the greatsword only needs one swing.

Perception of Activation:
User’s Perspective
• Sight: The ladle’s antler constellations kindle first—pinprick stars along the grooves—then a cool glacier-blue glow wells inside the bowl as vine sigils crawl from your wrists and braid themselves around the handle. Frost filigree races over the rim without numbing your skin, while tiny green motes spiral like seedlings in snowlight.
• Sound: A layered yoik hum resonates from the bowl, braided with the soft crackle of forming rime and a sap-slow heartbeat that syncs to your pulse. When you guide the effect, the tone bends—warmer and bell-like for healing broths, crisp and whistling for freeze-bound wards.
• Touch: Handle warmth spreads to the palm (hearth-spirit), while a ring of dry, clean cold cups your fingers (tupilak). The wrist-bands thrum in even pulses, mapping currents and lives around you; a gentle tug tethers your stance as if roots anchor your hooves.
• Smell: Juniper smoke and fresh bread rise first, chased by the mineral-clean scent of new ice and a breath of loam after rain. With aggressive effects, the bouquet sharpens to cold metal and crushed pine.
• Taste: A faint brine-sweet tang blooms at the back of the tongue—sea-salt over wintergreen—then fades to broth-rich umami when you channel restorative energies.
• Extra-Sensory (Mind’s Eye): A tri-weave overlay unfurls—ember-lines (hearth routes), green thalli (nearby flora vitality), and cobalt vectors (thermal gradients). Questions posed to the Reliquary answer as pulses along the antler spiral: steady-warm (yes), clean chill (no), alternating (unclear).
• Extra-Sensory (Emotive/Spiritual): A slow, vast patience pools behind your thoughts—the Glacier’s Will—counterweighted by homely contentment from the hearth-spirits and bright, curious encouragement from the vine sprites. Holding all three at once demands focus; lose it and the cold quiet tries to settle in your mood.
Observer’s Perspective
• Sight: The utensil exhales a thin, blue-white halo; frost-lace patterns crawl and vanish across its rim while tiny green lights corkscrew up the handle. A dim constellation flickers over the user’s wrists like projected star-moss.
• Sound: A hushed chord—half hymn, half kettle-song—presses into the air. On a defensive freeze, there’s a delicate glassy crack; on healing, a soft simmering susurrus.
• Air/Feel: A quick, clean coolness kisses exposed skin, then a hearth-warm draft rolls out a heartbeat later. Fine hair pricks with static as invisible lines anchor around the wielder.
• Smell: Bread, juniper, wet stone; in stronger workings, a crisp ozone note like snow before a storm.
• Extra-Sensory (for sensitives): They glimpse antlered runes orbiting the bowl, green threads stitching to nearby plants, and a dark-blue trough where heat is being drawn away.
Positives
• Multi-channel feedback (warmth/cold, scent, and rhythm) confirms mode and success instantly—hard to misread under stress.
• Ambient morale lift: comfort-scents and lullaby hum steady allies, easing panic and focusing teamwork.
• Enhanced situational intuition: current-lines and heat-vectors in the Mind’s Eye help you choose placements for ice, barriers, or healing.
Negatives
• Signature aura: glow, scent, and tone compromise stealth; predators and ward-spirits may notice the activation.
• Cognitive drag: sustaining the tri-weave can nudge mood toward chill detachment; repeated use without rest risks emotional flatness for a short time.
• Environmental ripple: rapid heat-draw can slick surfaces or crack brittle materials; overgrowth pings local nature-spirits, occasionally provoking territorial responses.
• Sensory afterimage: brief phantom tastes of brine and juniper, and residual fingertip chill, can distract fine motor tasks for a few breaths.
Rite of the Frost-Root Hearth (Fusion Protocol 7186)
Items Merged
- Noaidi 248 of Hearth Spirit Ladle (antler ladle; yoik-etched spiral grooves)
- Nature 13 of Verdant Replicator Bands (living vine wrist-bands with sap nodes)
- Tupilak 291 of the Hoarfrost Grip (unmelting glacial-ice ring; frost spirit)
Additional Materials Needed
- Aurora Charcoal (1 lump): bone ash kiln-fired beneath northern lights; binds chant to groove.
- Juniper Resin & Cloudberry Lees (small pots): smoke seal + dye memory for hearth-spirits.
- Heart-Luminwood Splint (hand-length): steam-tempered; becomes the new harmonic core.
- Silvered Aque-Script Wire (2 fathoms): fine script-thread for runic lacing.
- Glacier Brine (3 vials): sterile meltwater saturated with ancient salts; awakens the tupilak.
- Living Graft Vines (2 lengths, thumb-thick): compatible with the Bands; taken at dawn from a thriving glade.
- Spirit-Name Bead (1): inscribed with the wielder’s true name or lineage mark.
- Ley–Myrtle Leaves (a handful): keeps vine-growth docile during fusion.
- Hearth Grain (one bowl of simple broth or porridge): the “meal-pledge” to invite hearth-spirits.
Tools Required
- Spirit-Drum Brazier (juniper ember pan with smoke bell)
- Coral-Steel Engraving Awl (fine tip; Aque-Script capable)
- Steam Loom (bench-scale; low PSI for bio-lacing)
- Cryo-Clamp Tongs (felt-lined; won’t fracture unmelting ice)
- Vine-Graft Needles (hollow, silver) and Sap Pipettes
- Mind’s Eye Focusing Stone (flat slate with concentric rings)
- Lumin Gauge (simple resonance fork tuned to Luminwood)
- Sterile cloths, seal-fat polish, and brine-safe bowls
Skill Requirements
- Ritual Craft (Spirit Implements) – Journeyman: guide hearth-spirit etiquette and yoik cadence.
- Runesmithing (Aque-Script) – Adept: lay micro-script without choking living channels.
- Biothaumaturgy – Adept: graft living vines to inert substrates; manage sap flow.
- Cryomancy Handling – Novice+: shape and temper unmelting ice without heat shock.
- Survival/Herbalism – Competent: harvest/prepare graft vines and leymyrtle correctly.
Crafting Steps
1) Purification & Pacts (1 hour)
- Arrange the three relics at the points of a triangle on the focusing stone: ladle (north), bands (east), ring (west).
- Light the spirit-drum with aurora charcoal and juniper resin. Pass each item through the smoke clockwise three times, humming a low yoik; place the hearth grain at center as an offering.
- Speak the wielder’s true name over the spirit-name bead and set it beside the grain. A faint warmth on the bead = pact accepted.
2) Core Seating (30 minutes)
- Warm the Heart-Luminwood splint above the brazier (never scorching). Strike the lumin gauge; seat the splint along the ladle’s inner spine with a thin bed of juniper resin.
- With the engraving awl, score a shallow channel along the splint and rim, forming a tri-path: Hearth (amber line), Verdure (green line), Frost (blue line). Do not breach the ladle bowl.
3) Tupilak Transfer (20 minutes)
- Hold the Hoarfrost ring in the cryo-clamps. Drip glacier brine over it while voicing the three-note cadence (deep–deeper–still).
- Seat the ring inside the bowl, mouth upward. The inner ice should sweat frost but not crack. Bind it to the splint channel with Aque-Script wire, tracing the Frost path glyphs (short, even stitches).
- Test: a thin white rime should lace the bowl’s lip for a breath, then fade—proof the cold spirit is docked, not dominant.
4) Living Graft & Bio-Lacing (45–60 minutes)
- On the steam loom, lay the Verdant Bands relaxed, sap nodes upward. Feed in the living graft vines; thread them through the bands’ node sockets until they present two free leads. Dust with leymyrtle to calm growth.
- Spiral-wrap the free leads around the ladle’s handle and neck, stitching into the Verdure channel using silvered wire. Every third stitch pierce a sap node with a hollow needle and express a single drop onto the channel to “teach” the path.
- Test: gentle green phosphorescence should chase your fingertip along the Verdure line.
5) Tri-Weave Binding (30 minutes)
- With awl and wire, complete the Tri-Weave Seal where all three paths meet at the bowl heel. Set the spirit-name bead into this junction; seat with a bead of juniper resin.
- Circle the assembly inside the smoke bell. Chant the fusion yoik: three verses—warm (Hearth), moist (Verdure), breathless (Frost).
- Desired manifestation: faint star-motes over the grooves, a bread-and-juniper aroma, and a crisp drop in air temperature—all at once. If one channel dominates, pause and rebalance (see Step 8 Troubleshooting).
6) Consecrated Broth & Proof (20 minutes)
- Ladle a small measure of the hearth grain broth into the bowl, rotating once per path (3 total).
- Ask one yes/no safety question aloud (Runebowl proof). You should feel: warm = yes, clean chill = no, alternating = unclear.
- Activate micro-growth by tapping a sap node—tiny leaves should sprout and wither in one breath along the handle wrap.
- Touch bowl lip with brine-wet finger—the rim should bloom with frost-lace then sublimate cleanly.
7) Setting & Polish (15 minutes)
- Let the piece rest on the focusing stone until the smoke thins.
- Rub a whisper of seal-fat polish into antler and wire; avoid choking the vine pores. The surface should gleam, not gloss.
Troubleshooting & Balance
- Frost Overpowering (air temperature plunges; vines retract): Warm the bowl gently over the brazier, whisper the Hearth line of the yoik, add one drop sap to the Verdure channel, and slacken two wire stitches along the Frost path.
- Verdure Overgrowth (leafing persists > 3 breaths): Dust leymyrtle, tighten every fifth stitch along Verdure, and trace a short quiet-root rune (—|—) into the handle’s underside.
- Hearth Silence (no hum/scent): Add a pinch of cloudberry lees to the ember pan and re-offer a spoon of warm broth; sing the first verse at half-voice until warmth returns to the name bead.
Completion Sign
When balanced, you’ll perceive—simultaneously—a soft yoik hum, a clean cold kiss at the fingertips, and a green pulse rolling the length of the handle. The Triune Reliquary is fused and attuned to the named bearer.
Safety Notes
- Never quench the bowl in liquid; the tupilak’s cold must vent to air.
- Do not lacquer living wraps.
- Refrain from fusion within 30 paces of fragile glasswork or thin stone—thermal snap risk.
Repair After Targeting (quick reference)
- 0 HP remaining (disabled): Re-smoke with aurora charcoal (10 min), re-seat loose wire (Aque-Script DC moderate), and apply glacier brine + sap at the tri-junction; short rest to re-attune.
- Fracture to ice core: Cryo-clamp, drip brine, bind a fresh sliver of unmelting ice as a butterfly key; re-sing Frost line; wait 1 hour.
- Vine death: Splice a new living graft; feed one vial sap and bury the handle base in moist soil for one night; resume attunement at Step 5.
Song of Bowl-Leaf-Frost
Which Was Three-And-One
It is told in the drifted years that before the counting of proper soups, when roads were made of wind and arguments, there walked a cook who was not only cook, a gardener who was not only gardener, and a cold-keeper who was not only keeper. The names of these three are remembered crookedly: some call them Arnja-of-the-Seal-Pot, some Kael-of-Green-Hands, some Sila-Who-Wore-the-Winter. Scholars of the steam-ink say it was three persons; the old aunties who rock by stoves say it was one person standing in three different weathers. This disagreement is not for us to settle, for the snow keeps its own ledgers.
In the long hunger month when the moon is a cracked spoon, the camps gathered where the three-not-remembered rivers meet and forget each other. The winds came in with teeth. Children slept with mittens over their ears to keep the blizzard songs from biting. Pots boiled and turned thin with despair. Then arrived the One-of-Three, dragging behind a sled that was mostly memory and a little bit of squeak.
The One-of-Three carried three reliquaries: a bone bowl that hummed like a far hill, two vines that had learned to be bracelets and polite, and a ring of blue ice that did not melt even when the sun forgot itself and shouted. The elders muttered: “Too many tools for one pair of hands,” but their breath drew frost-flowers when they spoke, and so their advice was already decorated with caution.
“Make for us the brave stew,” begged the caravan captain whose beard was white with old sauces. “Make for us the sleeping-soup,” whispered the mothers with thin wrists. “Make for us the stopping of the wrong-heat and the wrong-cold,” said the reindeer, who spoke that once because stories allow such liberties.
The One-of-Three set the bone bowl upon the ground that was not ground, for it moved, and pushed the vines through the air as if threading a loom that only spirits could see. The blue ring they placed upright inside the bowl, like a little moon at the bottom of a pond that had decided to be upside-down. Then came singing, which was not a song but a remembering of a song, and smoke that was not smoke but a picture of a forest that had volunteered to be smell.
Here the translators argue and throw spoons. One manuscript says: “He chanted the Three Lines: Warm Line, Green Line, Breathless Line.” Another says: “She made the Yoik of the Tri-Paths; first to coax, then to teach, then to discipline.” A third, which is unpopular because it has a stain shaped like a bear, says simply: “They hummed until the frost blinked.”
When the humming fit the bowl just-so, a light went out of it and then back into it, and there were little stars walking along the carved grooves, as if the sky had tied on tiny shoes. Leaves sprouted from the handle and then politely died again because it was not their turn to be alive. A tenderness like bread happened in the noses of the hungry, and also a sharpness like a new knife in the lungs of the lazy. The ice ring sweated white lace and did not complain.
“Now we may begin,” the One-of-Three declared, which was funny because everyone thought they had already begun, but beginnings are notoriously slippery in winter.
They stirred the air, and the air became broth. They stirred the broth, and it became courage. They stirred the courage, and it remembered it had once been a river and tried to run away, but the vines—being vines—hugged it back into the bowl with kindly insistence. Bowls went out by the dozen. Each mouthful repaired a small hole in a person where loneliness had been leaking. Vermin decided to respect boundaries. The wind, rudely surprised, backed up two steps and reconsidered its schedule.
Then from the storm’s pocket came a wrong-creature, a beast made of hot-noise and summer-rage, wearing ten thousand teeth of melting. The wrong-creature disapproved of bowls. It swelled itself to fill the camp’s idea of fear. The blue ring inside the bowl looked up at the wrong-creature the way ice looks at a fire: without panic, because ice has the patience of a long staircase.
The One-of-Three tapped the bowl three times. The frost at its lip became a road with no footsteps, and the road climbed into the wrong-creature’s shouting. Where the road touched, shouting became quiet-rock. The wrong-creature tried to argue the argument of heat, but the bone bowl sang the argument of before-heat, which is a difficult case to refute. Steam rose in shapes of antlers and told everyone to breathe through their noses. The vines nodded in time, releasing green hums that shook seeds awake in the pockets of the poor.
The wrong-creature, finding that its temper had been gently misplaced, folded into a statue of cooled anger and then into powder that the reindeer refused to step on because it was not polite. The wind applauded in a grudging way, which sounds like less wind.
“Who are you?” asked the caravan captain, who liked to file paperwork even on miracles.
“I am the We,” said the One-of-Three, “and also the Also.” This was not helpful to the clerk, who sighed.
After the danger went home embarrassed, a second problem came with smaller shoes: the spirit-that-steals-warmth-but-only-from-inside. It hides in cheeks and says that food tastes like gray. Many travelers had whispered this spirit into themselves when days were too long. The One-of-Three turned the bowl upside down, which is how prophets behave when they want answers from soup. They let fall a single drop back into the bowl, and the drop turned into a map that was mostly yes but with a little no around the corners. This is a common shape for rescue.
“Feed the names first,” the bowl advised with warmth in the handle. So the cook fed names, not persons: Bravery, Rest, Small-Joy, Patience-That-Isn’t-Boring, Laugh-That-Doesn’t-Hurt-Anyone. Each name took a spoon and sat quietly in a throat until the person around it remembered how to make room. The spirit-that-steals-warmth sighed and became only weather.
For forty nights and the leftover parts of the afternoons the One-of-Three moved through camps and boats and cliff kitchens, always stirring, always binding leaf to frost to fire, the three never stepping on each other’s toes except when dancing, which is allowed. Some say they were many people taking turns wearing the ladle. Some say the ladle wore the people. The vines learned the names of streets and could find any garden in the dark. The ice ring kept stillness like a promise and asked for nothing but respect and, occasionally, a story about mountains.
There is also the chapter of the Descent, where the One-of-Three lowered themselves down a cliff that pretended to be a waterfall, to chase the frightened voice of a river that had lost its course. They fastened the green to the stone, the cold to the spray, the warm to the hands that shook, and the river remembered the word between—between bank and bank, between fall and pool—and so it kept going.
But stories, like soups, resist being boiled forever. One morning the camps woke to find only three traces: a circle of breath on the snow where a pot had rested, a small heap of fallen leaves arranged like a polite bow, and frost-script on a rock spelling (perhaps) “eat well; be kind; hold fast.” The reliquary itself was missing in the way sacred things are: present in many kitchens, absent from inventory.
Afterward, whenever three needs arrive together—hunger for body, thirst for green, fever of anger—someone will set out a simple broth, press vines around a handle, and invite the clean-cold to behave itself. If the song remembers them, the bowl will hum, the leaves will blink, the frost will draw lace and not a knife. And if the song does not, they will try again later, for patience is the spoon that never empties.
Scribes have made emblems and rule-sentences from this tale, some sharp enough to cut fingers, some soft enough to sleep in. A few insist the One-of-Three was an Apsaran riding the edge of the tide and the table both, since who else walks so comfortably on two kinds of ground? Others shrug and add juniper to the fire because it smells like good thinking.
The tale ends as the beginning pretended not to: with a wedding of opposites carried quietly inside a utensil. Those who borrow the reliquary say it speaks in three voices at once: the grandmother voice that tastes the soup and declares it honest, the forest voice that braids shade and fruit, and the glacier voice that stops a quarrel by reminding both sides of silence.
And so the translation closes its pockets and ties its scarf badly, repeating what all versions agree upon even when they disagree about everything else:
Moral: When hunger, growing, and quiet are braided into one handle, the world remembers how to feed itself and how to stop breaking what it loves.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) — Hearthcurrent Reliquary 8427 “Bowl-Leaf-Frost”
Artifact (Unique, Portable Kit: antler ladle, living vine-wrappings, unmelting ice ring)
Description: A nested set used as one relic. When assembled, the ring sits within the ladle bowl, vines wrap the handle and the bearer’s wrist.
Game Terms
• Encumbrance: Negligible.
• Use: Anyone may attempt, but keepers may grant bonus dice to characters with Cookery, Natural World, or Occult 40%+.
• Costs: Abilities list Magic Point (MP) and optional Sanity (SAN) costs. Failing to pay MP renders that ability inert until next dawn.
• Stability: Each day the user invokes 3+ powers, make POW×5 or lose 1 SAN (cold detachment).
Passive Effects
• Hearth Ward: Bonus die to CON rolls vs exposure, starvation; vermin avoid food prepared with it.
• Frost Acclimation: Bonus die to resist cold-based damage/effects; mundane cold penalties ignored.
• Green Sense: +10% to Natural World when assessing plant health or finding edible flora within 10 m.
Active Rites
• Soul-Bone Banquet (1/day, 6 MP, 1 SAN): Simmer 20 minutes. Up to 6 diners each heal 1D4 HP and recover 1 SAN (not above starting). Removes one level of Fatigue.
• Runebowl Augury (1/day, 3 MP): Drip broth, ask a yes/no about travel, safety, or the next 8 hours. Keeper rolls POW×5 for the item: success gives true “warm/chill” omen; failure is unclear; fumble gives misleading sign and 1 SAN loss to user.
• Verdant Replicator (2/day, 2 MP): In 1 minute clone a small plant (≤30 cm). Hard Natural World: success yields viable duplicate (1 hour unless planted), failure produces brittle copy, fumble attracts a minor nature spirit complication.
• Flash Freeze (3/day, 1 MP): Instantly freeze up to 4 liters of liquid or make a 1 m slick (DEX×5 or fall).
• Hoarfrost Grip (1/day, 4 MP, 1 SAN): Fighting (Brawl) touch. On success, target makes Hard CON. Fail: −20% to DEX-based skills and MOV halved for 1D4 rounds; success: penalty for 1 round.
• Glacier’s Quiet (1/day, 5 MP): Resist/negate a small fire hazard or extinguish a 1 m² blaze; against Mythos fire, grants bonus die to opposed rolls only.
Backlash: Each fumbled activation imposes −10% to social rolls for the next hour (emotionally numb aura).
Blades in the Dark — The Triune Reliquary (Tier III, Arcane, Load 2)
A bone ladle bound in living vines with a frost-ring set in the bowl. Counts as one item.
Quality & Attunement
• Tier III arcane implement. Anyone can wield; characters with a Vice: Faith, a Heritage: Skov/Severosi rural, or an Acolyte background gain potency on its actions.
Passives
• Cozy Ward: While present, your crew gains improved effect resisting cold/privation in a score. Food you cook during downtime gives +1d to Recovery.
• Green Whisper: You gain potency when creating advantages via plants, herbs, or rations.
Charges & Refresh
• 3 charges per score. Refresh all during downtime by hosting a communal meal worth 1 coin (or a free project clock, 4-tick “Feed the Street”).
Active Moves
• Soul-Bone Banquet (1 charge, 0 stress, downtime or free flashback cost 1 stress): Provide a warm meal; all participants clear +1 stress (stacks once) and gain +1d on the next Resistance roll vs cold/fear.
• Runebowl Augury (1 charge, 2 stress): Ask the GM one yes/no about this score. You also take +1d on a single future engagement/fortune roll tied to that question.
• Verdant Duplicate (1 charge, 1 stress): Instantly produce a small plant asset (stinging vine, fresh herbs, fungal poultice). Gain potency to Conceal/Disable using the plant; on a 1-3, take level-1 harm “Sapped” or mark 1 stress.
• Rime Lash (1 charge, Push or Devil’s Bargain): For the next exchange your melee reach is briefly extended; gain potency to Block/Deflect or to Set-up by creating ice slicks. On a consequence, create a 2-tick “Hungry Spirits” clock.
Devil’s Bargain Ideas: The reliquary chills the scene (−1d to allies’ finesse for one action), or attracts a frost-wight rival.
Dungeons & Dragons (5e) — Reliquary of Bowl-Leaf-Frost (Very Rare, attunement)
Wondrous item (requires attunement by a creature proficient with cook’s utensils or Nature)
While attuned, you carry/assemble an antler ladle, living vine cuffs, and a glacial ring that function as one item.
Passive Properties
• Cold’s Friend: You have resistance to cold damage and ignore difficult terrain from ice or snow created by nonmagical means.
• Nurturer’s Insight: You gain a +2 bonus to Wisdom (Survival) checks related to foraging, preserving food, or predicting weather, and advantage on ability checks to identify or diagnose plants.
• Vermin Ward: Tiny beasts and ordinary vermin won’t approach food prepared with the reliquary.
The reliquary has 7 charges and regains 1d6 + 1 charges daily at dawn.
Active Properties
• Soul-Bone Banquet. Spend 3 charges and 10 minutes to bless a stew/tea. Up to 6 creatures who each consume a portion within 1 hour regain 2d4 + 2 hit points, end one level of exhaustion (from nonmagical causes), and gain advantage on Wisdom (Insight) checks until the next short rest. A creature benefits once per long rest.
• Runebowl Augury. Spend 1 charge to cast augury (no material component). Accuracy 90%.
• Verdant Replicator. Spend 1 charge to cast plant growth (shortened, 10-minute version that enriches land) or, alternatively, in 1 minute create a nonmagical duplicate of a Small or smaller plant within 5 feet that lasts 8 hours unless planted.
• Flash Freeze. Spend 1 charge to instantly freeze up to a 5-foot cube of nonmagical liquid or create a 10-foot-long, 5-foot-wide slick of ice for 1 minute (area becomes difficult terrain; creatures entering must succeed on a DC 15 Dex save or fall prone).
• Hoarfrost Grip. When you hit a creature with a melee attack, you can spend 1 charge to wreathe the target in rime until the end of its next turn; it must succeed on a DC 15 Con save or have its speed halved and suffer disadvantage on Dex (Acrobatics) and Dex saves for the duration.
• Glacier’s Quiet. Spend 2 charges as an action to extinguish nonmagical flames in a 20-foot-radius sphere and grant up to 6 creatures in the area resistance to fire damage until the start of your next turn.
Curse of Detachment (optional, DM tool): If you expend all charges in a day, DC 13 Wisdom save or gain disadvantage on Charisma (Persuasion) checks until a long rest (emotionally numbed aura).
Knave (2e) — Triune Ladle-Band of the Hearthcurrent
Gear; Slots 2; Value 900; Rarity: Very Rare; Attunement: Carry during a watch while cooking or tending plants.
Durability: Usage die d8 (roll when you activate a power; on a 1–2, step down the die; when it steps past d4, the magic goes dormant until re-seasoned at a winter fair).
Passives
• Cold-Hardened: You ignore penalties from mundane cold and gain advantage on saves vs freezing exposure.
• Green Sense: Advantage on checks to track/find edible or medicinal plants; rations cooked with it keep twice as long.
• Hearth Aura: Vermin won’t spoil meals you prepare; camping morale checks have advantage if a hot dish is served.
Powers
• Soul-Bone Banquet (action, 1/combat or 1/scene): Serve hot broth to up to 6 allies; each restores 1d6 HP and removes 1 Fatigue. A creature can benefit once per rest. Roll Durability.
• Runebowl Augury (action, 1/day): Ask the referee a yes/no about the next watch/hex. On a 1–2 on Durability, omen is vague.
• Verdant Duplicate (action): Grow/clone a Small plant within Near (1 minute). Use as cover, rope-vine, poultice, or rations (1 slot). Roll Durability.
• Flash Freeze (instant): Create a Near-line ice slick; foes Save or fall prone; area is Difficult until the end of the scene. Roll Durability.
• Hoarfrost Grip (instant, on hit): On a successful melee hit, force the target to Save; on a fail, their Move is halved and they have Disadvantage on Agility tests for one round. Roll Durability.
Drawback: If you trigger two powers in the same round, you gain the condition “Numb” (Disadvantage on Charm tests) until you next rest.
Fate (Core/Condensed) — Triune Hearthcurrent Reliquary
Aspect: Bone-Ladle, Verdant Bands, and Frost Ring Bound as One
Permission: You routinely cook, tend flora, or wield elemental cold (narrative permission; no specific skill is required).
Refresh/Cost: Treat as an Extra that costs 1 Refresh, or as a GM-granted relic tied to milestones.
Passive Benefits
• Cold-Hardened Caretaker: +2 to Overcome with Physique or Survival to endure natural cold and prevent spoilage; vermin won’t approach your meals.
• Green Whisperer: +2 to Create an Advantage with Crafts/Survival/Medicine when using plants, herbs, or rations you prepare.
Stunts (choose any two for free; each additional costs 1 Refresh)
• Soul-Bone Banquet: Once per scene, after 10 minutes of cooking, you may let up to six allies clear one physical stress box or downgrade a mild physical consequence to “Sated & Warm” for the scene.
• Runebowl Augury: Once per session, ask a yes/no about the next scene or route. Gain +2 on the first related roll you make acting on that omen.
• Verdant Replicator: Once per scene, instantly conjure a useful Small plant (rope-vine, poultice, thorn hedge). Gain +2 to the first roll that meaningfully uses it.
• Flash Freeze: When you Defend in close quarters, you may describe icing the floor/walls; on success with style you may forgo a boost to instead place the situation aspect Slick Rime with one free invoke.
• Hoarfrost Grip: When you Succeed with Style on a melee Attack, you may convert the extra shift to the aspect Numbed by Frost (one free invoke) instead of +1 damage.
Drawback/Compel Hook
• The Glacier’s Quiet: After expending two or more stunts in a single scene, the GM may compel your relic’s Aspect to mute your warmth—take −2 to Rapport until the end of the scene unless you spend a Fate point.
Numenera & Cypher System (2e) — Reliquary of Bowl-Leaf-Frost
Level: 6 artifact (variable effects; depletion 1 in 1d20 on any activation)
Form: Antler ladle with living vine bracers and a blue “ice” ring; functions as one kit.
Wear/Use: Wielder must hold or wear components (no slot cost beyond a hand for the ladle).
Passive
• Cold Acclimation (asset): Tasks to endure natural cold or preserve food gain an asset.
• Green Sense (asset): Tasks to identify/use plants or forage gain an asset; vermin avoid meals touched by the ladle.
Active (action unless noted)
• Soul-Bone Banquet (cost 3 Intellect): Cook for 10 minutes. Up to 6 creatures each recover 4 points divided among Pools and remove the Impaired condition if present.
• Runebowl Augury (cost 2 Intellect): Ask a yes/no about the next hour of travel or current scene. The GM answers truthfully; on a failed Intellect task (diff 2) the omen is vague.
• Verdant Replicator (cost 2 Intellect): In 1 minute generate a Small plant tool (rope-vine, poultice granting +1 asset to one recovery roll, or cover providing +1 Armor vs. one attack). Lasts 1 hour unless planted.
• Flash Freeze (cost 2 Speed): Freeze a 3 m × 3 m area; creatures entering must succeed on a Speed defense task (diff 4) or fall prone and be hindered on their next action. Lasts 1 minute.
• Hoarfrost Grip (cost 3 Speed; melee): If your attack hits, instead of damage you hinder the target for 1 minute (Speed and Dex-like tasks one step harder); Intellect defense negates (diff 4).
• Glacier’s Quiet (cost 3 Intellect; enabler): Extinguish a 3 m radius of mundane flames and grant you and up to 2 allies +1 Armor vs. fire for 1 minute.
Depletion/Backlash
• On depletion the vines wilt and ring dulls; the artifact is inert until re-seasoned overnight near a hearth with juniper smoke and fresh broth (no roll), or by spending 2 XP to instantly restore.
• Using three actives in one hour imposes a temporary GM Intrusion: emotional chill (−1 step to pleasant social tasks) for the next scene.
Pathfinder Second Edition — Triune Reliquary of Bowl-Leaf-Frost Item 10
Worn/Held; Price 900 gp; Bulk L (assembled set)
Traits: Invested, Divine, Primal, Conjuration, Divination, Evocation, Healing, Cold
Usage worn bracers (wrist) and ring; held ladle (one hand). You must invest all three components together; they function as one item.
Passive Benefits (Invested)
• Cold’s Friend: You gain resistance 5 to cold and ignore difficult terrain caused by nonmagical ice/snow.
• Verdant Sense: You gain a +2 item bonus to Nature checks to identify plants or forage; vermin avoid food you prepare.
• Hearthcraft: You gain a +1 item bonus to Survival checks to live off the land and to Crafting checks to preserve rations.
Activate ◆◆ Soul-Bone Banquet (concentrate, manipulate, primal) Frequency once per hour; Requirements a hot liquid meal; Effect You stir for 10 minutes. Up to six willing creatures who each consume a portion within 1 hour regain 2d8 Hit Points and reduce their fatigued condition by 1 (nonmagical sources only). A creature can benefit once per day.
Activate ◆ Runebowl Augury (divination, fortune) Frequency once per day; Effect You drip broth into the bowl and ask a yes/no concerning the next 8 hours. This functions as augury at 90% accuracy and uses your level as the caster level.
Activate ◆ Verdant Replicator (conjuration, primal) Frequency three times per day; Effect In 1 minute you create a nonmagical Small plant (rope-vine, thorn hedge occupying a 5-foot square providing lesser cover, or poultice that grants a +1 item bonus to the recipient’s next Recovery Check before the hour ends).
Activate ◆ Flash Freeze (evocation, cold) Frequency three times per day; Effect Create a 10-foot-by-10-foot icy surface for 1 minute. The area is difficult terrain; creatures entering must succeed at a DC 22 Reflex save or fall prone.
Activate ◆ Hoarfrost Grip (evocation, cold) Frequency twice per hour; Trigger You hit a creature with a melee Strike; Effect The target must attempt a DC 22 Fortitude save.
• Critical Success The target is unaffected.
• Success The target is slowed 1 until the end of its next turn.
• Failure The target is slowed 1 and takes a –2 circumstance penalty to Acrobatics checks and Reflex saves for 1 minute.
• Critical Failure As failure, and the target takes 2d6 cold damage immediately and at the start of its next turn (basic Fortitude save to end the persistent cold).
Activate ◆ Glacier’s Quiet (abjuration, cold) Frequency once per hour; Effect Extinguish nonmagical flames in a 20-foot burst and grant up to six creatures in the area resistance 5 to fire for 1 round.
Hardness/HP (if targeted): Hardness 10; HP 40 (BT 20). Repair requires Crafting DC 25 and juniper-smoke seasoning; critical success restores all HP and one expended daily use of any activation.
Savage Worlds Adventure Edition (SWADE) — Triune Reliquary of Bowl-Leaf-Frost
Gear (Relic); Weight 1; Rarity Rare; Cost 3,000 §; Requires Arcane Background or Spirit d6+
Passive
• Hearth Aura: +2 to Survival to resist natural cold or preserve food; vermin don’t approach meals you prepare.
• Verdant Insight: +1 to Healing rolls that use herbs or poultices you prepared.
Relic Powers (use your Arcane skill; PP are yours; Trappings: broth, vines, rime)
• Soul-Bone Banquet (custom ritual): PP 2, 10 minutes. Up to six allies who eat recover one level of Fatigue and heal one Wound on a Raise (once per day per ally).
• Runebowl Augury (Divination lite): PP 1, 1 action. Ask one yes/no about the next encounter. On success the GM answers truthfully; on a failure the omen is unclear; Critical Failure gives a misleading answer and you gain a level of Fatigue (Cold) until the next hour.
• Verdant Replicator (Barrier/Puppet-lite utility): PP 2, 1 action. Conjure a Small plant tool or a 1-inch-thick vine Barrier template (Medium Blast Template) granting Cover; lasts 5 rounds (10 on a Raise).
• Flash Freeze (Deflection/Environmental): PP 2, 1 action. Create a Large Burst Template slick; Agility roll at –2 or fall prone when entering; area counts as Difficult Ground for 5 rounds.
• Hoarfrost Grip (Stun variant, melee): PP 2, Fighting attack. On hit, target must make a Vigor roll or become Distracted and Slowed (Speed reduced by half) for 1d4 rounds; on a Raise, target is also Vulnerable the first round.
• Glacier’s Quiet (Dispel vs Fire/Environmental): PP 2, 1 action. Extinguish mundane flames in a Large Burst Template; magical fire must be overcome with an opposed Arcane skill roll. Allies in the template gain +4 Armor vs. fire for one round.
Quirk/Backlash
• If you cast two of the reliquary’s powers in the same round, make a Spirit roll or suffer –1 to Persuasion and Performance rolls (emotional numbness) for the rest of the scene.
• On a Critical Failure with any reliquary power, a hungry hearth-spirit arrives (use Lesser Elemental, Cold trapping) seeking its tithe of food; appeasing it with rations ends the complication.
Shadowrun (Sixth World) — Triune Reliquary of Bowl-Leaf-Frost
Category: Hybrid Focus Set (Sustaining + Guidance + Qi), Device Rating 4
Availability 12F • Cost 98,000¥ • Legality Forbidden (focus set) • Karma to Bind 16 (binds as a single set)
Attunement: Requires Magic 1+ and at least one of: Spellcasting, Conjuring, or Adept powers. The three pieces (antler ladle, verdant wristlets, rime ring) must be worn/held together.
Passive Effects
• Cold Acclimation: +2 dice to Body + Willpower tests to resist Environmental (Cold) and to Survival tests for foraging/preserving food.
• Verdant Whisper: +2 dice to Arcana/Biotech (First Aid herbals)/Survival when using plants or prepared rations; vermin suffer –2 dice to oppose such tests.
• Focus Functions: Counts as a Rating 4 Sustaining Focus (Health or Detection), a Rating 4 Guidance Focus (Divination), and a Rating 2 Qi Focus (grants a single Adept power below).
Qi Power Granted (choose one at binding; may be changed only by re-binding): Improved Ability (Cooking/Artisan), Combat Sense, or Free Fall (Rating 2; functions while the set is worn).
Active Powers (Minor/Complex as noted; Drain where applicable)
• Soul-Bone Banquet (Complex): Spellcasting + Magic vs. DR 2. Sustains a Health effect that, after 10 minutes of cooking, allows up to 6 recipients to immediately recover boxes of Stun equal to your Magic (Physical damage instead on 2 net hits). The Sustaining function can hold this spell without penalties.
• Runebowl Augury (Minor): Assensing + Magic (3). Ask the GM a yes/no about the next scene/route. Net hits may add one symbolic clue each. Glitch: misleading omen (–2 dice to your next related test).
• Verdant Replicator (Complex): Conjuring + Magic (2). Creates a Small plant tool/cover (counts as Rating 2 barrier for cover; Structure 4) for [Magic] Combat Rounds; or a herbal poultice granting +2 dice to the next First Aid test within 1 hour.
• Flash Freeze (Minor → Environmental): Spellcasting + Magic vs. DR 3. Creates a 5 m radius slick. Entering/exiting requires Agility + Reaction (3) or fall Prone; lasts [Magic] Combat Rounds.
• Hoarfrost Grip (Melee, Minor augment): After a successful Unarmed/Blades attack, force target to resist with Body + Willpower (vs. your Magic + net hits). Failure: –2 Agility and –1 Defense for [net hits] rounds (non-stacking).
• Glacier’s Quiet (Minor): Counterspelling + Magic opposed by fire effect; extinguishes mundane flames in a 10 m radius automatically; grants Armor +3 vs. Fire to you and allies in the radius for 1 round.
Backlash
Using three actives in a single Combat Turn inflicts Emotional Numbness (–2 dice to Social tests except Intimidation) until end of scene. Breaking the set ends all sustained effects immediately.
Starfinder (First Edition) — Triune Reliquary of Bowl-Leaf-Frost
Hybrid Item 10 • Price 30,000 credits • Bulk L • Hands 1 (ladle) + worn (wristlets & ring) • Slots —
Capacity 10 • Usage varies (see below) • Descriptors cold, divination, healing, creation
Passive
• Cold’s Friend: cold resistance 5; ignore difficult terrain from ice/snow.
• Verdant Sense: +2 insight bonus to Survival (forage/preserve food) and Life Science to identify/use plants; vermin avoid food prepared (GM’s discretion).
Activations
• Soul-Bone Banquet (10 minutes; usage 2): Up to 6 creatures who eat within 1 hour regain 2d8 Stamina and remove fatigued. A given creature can benefit once per 24 hours.
• Runebowl Augury (standard; usage 1; 1/day): As augury (90% accurate; CL 10) concerning the next 8 hours.
• Verdant Replicator (move; usage 1): Conjure a Small nonmagical plant object (rope-vine, 5-ft square thorny cover, or herbal kit granting +2 circumstance bonus to the recipient’s next Medicine check) for 1 hour unless planted. 3/day.
• Flash Freeze (standard; usage 1): Create a 10-ft-radius icy hazard for 1 minute; the area is difficult terrain. Creatures entering must succeed at a Reflex save (DC 18) or fall prone. 3/day.
• Hoarfrost Grip (reaction; usage 1): When you hit with a melee attack, the target must succeed at a Fortitude save (DC 18) or be entangled and off-target for 1d4 rounds (no damage). 2/day.
• Glacier’s Quiet (move; usage 1): Extinguish nonmagical flames in a 20-ft burst; allies in the burst gain fire resistance 5 for 1 round. 1/hour.
Recharge: The reliquary regains 1 capacity per hour of rest, or fully recharges after 8 hours in juniper smoke near a heat source.
Hardness/HP (targeting the item): Hardness 10; HP 40; BT 20. Engineering DC 24 or Mysticism DC 24 to repair 10 HP with proper materials; critical success restores one expended daily use of any activation.
Traveller (Mongoose 2e) — Triune Reliquary of Bowl-Leaf-Frost
Tech Level 11 (artifact-grade hybrid) • Mass 0.6 kg (assembled) • Cost Cr 85,000 • Rarity Scarce/Restricted
Traits
• Environmental Shielding (Cold): +1 DM to Endurance checks vs. cold exposure; rations cooked with it keep twice as long.
• Verdant Expertise: +1 DM to Survival (forage/preserve) and Medic when using herbs/field kits you prepared.
Powers (each may be used once per day unless stated; reset after 8 hours rest)
• Soul-Bone Banquet: After 10–60 minutes cooking, up to 6 Travellers who eat regain 1 Endurance and remove one level of Fatigue (non-stacking per 24 hours).
• Runebowl Augury: Average (8+) EDU or SOC check; on success the Referee must answer one binary question about the next 12 hours (truthful). Failure: vague omen; Effect – on the roll grants a useful detail.
• Verdant Replicator: Average (8+) Survival to produce a useful plant tool (rope-vine, thorn barricade giving Light Cover, poultice granting +1 DM to next Medic attempt on that patient within 1 hour).
• Flash Freeze: Average (8+) DEX; create a 3 m radius slick hazard for 1D×10 seconds. Entering requires DEX check (8+) or Prone; applies Difficult Ground.
• Hoarfrost Grip: Melee attack; if it hits, target must make an Endurance check (10+) or suffers –2 DEX and all Agility-related checks for 1D rounds (non-cumulative).
• Glacier’s Quiet: Average (8+) INT; snuffs mundane flames in 6 m radius; grants +1 DM to resist fire/heat effects for one round to those in the radius.
Durability: Armor 6; Hits 10. Repair requires Mechanic or Medic (to re-season) 8+ and appropriate materials; exceptional success (Effect 3+) also refreshes one expended daily power.
Warhammer Fantasy Roleplay (4th Edition) — Triune Reliquary of Bowl-Leaf-Frost
Encumbrance 0 • Availability Rare (–10) • Value 80 gc • Traits Magical, Blessed, Healing (Minor), Divination (Minor), Cold
Passive Effects
• Hearth’s Boon: Camps where you cook with the reliquary count as one step warmer on Environmental Cold tables; food prepared resists spoilage; gain +10 to Outdoor Survival for foraging/preserving.
• Verdant Insight: +10 to Trade (Cook) and +10 to Heal when using herbs you prepared; vermin avoid unattended meals touched by the ladle.
Ritual Abilities (no CN cost; require the item in hand; failed Test usually wastes the action)
• Soul-Bone Banquet (Extended, 10 minutes): Test Trade (Cook) or Heal at +20. Success: up to 6 recipients each heal 3 Wounds and remove Fatigued. Further uses on the same character within a day heal only 1 Wound.
• Runebowl Augury (Full Action): Test Language (Magick) or Intuition at +20 to ask one yes/no concerning the next 8 hours. Critical Success: clear omen (+20 to one related Test later). Failure: cryptic omen; Fumble: misleading omen and gain 1 Corruption unless you feed a hearth-spirit (lose 1d10 pennies of rations).
• Verdant Replicator (Half Action): Test Outdoor Survival at +10 to conjure a Small plant utility item (rope-vine; thorny 1-yard hedge providing Cover; poultice granting +10 to the next Heal Test on that patient within an hour).
• Flash Freeze (Half Action): Test Cool at +0. On success, create a 2-yard radius ice slick for 1 minute; creatures entering must pass Agility or fall Prone; the area is Dangerous Terrain.
• Hoarfrost Grip (Melee, opposed): After a successful Melee (Brawling/Basic) hit for 0 damage, oppose with your Strength vs. target’s Toughness. If you win, target gains Entangled (ice) and Stunned 1 for 1 Round; on a +SL 2 or more, also suffers –10 to Agility Tests for 1 minute.
• Glacier’s Quiet (Half Action): Test Endurance at +20 to extinguish mundane flames within 6 yards; allies in the area gain +10 to resist fire for 1 Round.
Miscasts & Quirks
Using three reliquary abilities in one Scene forces a Challenging (±0) Cool Test; failure imposes Melancholic Chill (–10 to Charm/Gossip) until you share a hot meal.
Item Resilience
• If targeted: AP 2 vs. damage; 10 Wounds; on 0 Wounds it becomes inert until repaired with a successful Trade (Cook) or Craft (Bone) Test and a night of juniper-smoke re-seasoning. Critical repair also restores one expended daily use (GM’s call).
