Codex of Enchanted Relics and Devices of Midkemia
Codex of Enchanted Relics and Devices of Midkemia
Compiled under the auspices of the Royal Magician’s Guild and the Ishapian Church Archives
I. Nature of Magical Artifacts
Magical artifacts are rare and potent creations, forged by mortal hands or shaped by powers older than the Kingdom itself. They may be weapons, tools, talismans, or singular devices whose purpose defies simple classification. Each carries a legacy — of the craftsman who made it, the battles it has seen, and the bargains struck to wield it.
In the hands of an adventurer, an artifact can turn the tide of battle, open paths barred by mortal means, or grant insights beyond the reach of ordinary senses. Yet such power is never without cost: some artifacts are consumed upon use, others are bound to a single bearer, and a few are so dangerous that even their rightful owners fear to call upon them.
[DM Note: Treat artifacts as rare and significant. They should not appear as random filler loot unless the narrative justifies it. Each should feel like a discovery or a prize.]
II. Categories of Artifacts
Passive Enhancers — Items worn or carried that grant ongoing bonuses to skills, attributes, or defenses.
Summoning Devices — Items that call forth allies or creatures to aid in combat.
Consumable Components — Single‑use items that fuel or enhance spells.
Utility Devices — Items that provide non‑combat benefits such as light, detection, or spell learning.
Unique Plot Artifacts — Singular items tied to major story events; often irreplaceable and not tradeable.
[DM Note: When placing artifacts, consider their category and whether they fit the pacing and stakes of the current chapter or quest.]
III. Handling in the World
Shops: Only certain artifacts should appear in shops, and even then, rarely. Most are found in guarded caches, quest rewards, or as loot from significant foes.
Factions: Some artifacts carry cultural or religious significance. Elven relics may earn respect or suspicion among elves; Ishapian symbols may open doors in the church but draw hostility from rival faiths.
Condition: Artifacts are assumed to be in perfect working order unless the story calls for a damaged or incomplete version.
Loss and Recovery: If an artifact is lost, it should be difficult or impossible to replace unless the narrative provides a second copy.
IV. Narrative Hooks and Placement Ideas
Guarded Vaults: A noble’s treasury, a temple reliquary, or a thieves’ guild’s hidden cache.
Environmental Challenges: Place artifacts in locations that require solving a puzzle, bypassing traps, or surviving hazards to reach.
Faction Trials: Winning an artifact as a reward for passing a test of skill, honor, or loyalty.
Legends and Rumors: Seed the existence of an artifact through NPC gossip or ancient texts before the party encounters it.
[DM Note: The more an artifact is foreshadowed, the more satisfying its discovery will be.]
V. Integration with Encounters
Combat Impact: Summoning items and combat enhancers should be placed where their immediate use could change the outcome of a fight.
Puzzle Solutions: Some artifacts can serve as keys or tools to bypass obstacles.
Moral Choices: Offer opportunities where using an artifact has consequences — political, moral, or personal.
VI. Artifact Behavior Rules
Charges: If an artifact has limited uses, track them. When charges reach zero, the item is inert or destroyed.
Restrictions: Respect class or role restrictions (e.g., magician‑only).
Stacking: Bonuses from identical artifacts do not stack unless explicitly stated.
Trade and Sale: Many artifacts cannot be sold or repurchased; once lost, they are gone.
VII. Example Artifact Integration (non‑mechanical flavor)
Amulet of the Upright Man: Might be recognized by thieves’ guild members, granting safe passage or information.
Horn of Algon Kokoon: Could be the centerpiece of a hunt‑the‑hunter quest, where the party must claim it before a rival mage does.
Cup of Rlnn Skrr: Could be locked behind a magical barrier that only opens during a rare celestial alignment.
Infinity Pool: Might be found in the lair of a mage who relied on overwhelming spellpower.
Roric’s Seal: Could be a cursed prize, tempting the bearer with dangerous magic.
VIII. DM Usage Guidelines
Respect Canon: Do not alter the fundamental properties of an artifact unless the story explicitly calls for a variant.
Preserve Rarity: Avoid flooding the world with artifacts; scarcity maintains their value and mystique.
Tie to Story: Every artifact should have a reason to be where it is, and that reason should connect to the world’s history or current events.
Describe Vividly: When an artifact is found, describe its appearance, weight, texture, and any sensory impressions (sound, smell, aura).
Foreshadow Risks: If an artifact has drawbacks, hint at them before the player uses it.
IX. Closing Note from the Archivist
"To catalogue these relics is to walk the knife‑edge between knowledge and temptation. Each entry in this codex is a story waiting to be told — or retold — in the hands of those bold enough to claim it. Remember: in Midkemia, magic is never free, and the past is never truly past."