Daedric Artifact

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The document discusses the intellectual property and credits for an unofficial Elder Scrolls roleplaying game guide. It also discusses different philosophies and approaches for incorporating Elder Scrolls into a roleplaying campaign.

There are two schools of thought - one that prefers to treat Elder Scrolls carefully as fragments of reality that should not be tampered with, and another that is okay with their increased role in recent Elder Scrolls games. Members of each group would criticize the other's approach.

An Elder Scroll should be used at the end of a campaign as a legendary artifact, or to transition into something new. It is important to build up to their appearance and make players tremble at the sight of one.

The Unofficial Elder Scrolls RPG

Third Edition

Arcane Arts

Tamrielic Artifacts
Intellectual Property Credits
The authors of this book do not claim ownership of any of the Content Developers
intellectual properties found within. This is a purely unofficial, Anon133
not for profit, fan made work, and its commercial distribution to Seht
anyone under any circumstances is strictly prohibited. spooky

The Elder Scrolls® Editing and Design


Copyright © 1993-2016 Bethesda Softworks LLC, a ZeniMax spooky
Media company. The Elder Scrolls, Bethesda Softworks, ZeniMax CharmingCharles
and their respective logos are registered trademarks of ZeniMax Redoran
Media Inc. All Rights Reserved.
Art
Other Games The authors of this book do not claim ownership of any of the
This game draws inspiration from a number of other role-playing images that appear in this or connected works. All art is used
games. In particular: Dark Heresy (Fantasy Flight Games), Eclipse without permission.
Phase (Posthuman Studios), and Runequest Sixth Edition (The
Design Mechanism). The authors of this book do not claim to All credit goes to the respective owners
own any of these games, or any of the mechanics drawn from Zenimax Online
and/or inspired by them. All credit goes to the respective owners. Jedi-Art-Trick
quillandslayer
This Book Selann
The elements of this work that are not the intellectual property Bethesda Softworks
of any of the aforementioned groups/individuals, or any groups/ Ray Lederer
individuals not mentioned, are licensed under a Creative LavrAnn
Commons Attribution-NonCommercial-ShareAlike 3.0 Unported Entar1078
License. Danijel-Knez
Adaptation
This book is an adaptation of the rules created by Seht and the
UESRPG 2e team. The goal of this book is to update the rules for
artifacts to the design structure of UESRPG Third Edition, while
also expanding and improving on what has been made as best we
can. Without Seht and the 2e team, and by extension, the 1e team,
this book wouldn’t be possible.
Tamrielic Artifacts
Adamantine Helm of Tohan 5 Staff of Chaos 24
Anvil of Mithas/Hammer of Gharen 5 Staff of Magnus 25
Auriel's Bow 5 Umbra 25
Auriel's Shield 6 Vampiric Ring 26
Azura's Star 7 Volendrung 26
Bittercup 8 Wabbajack 27
Bloodworm Helm 8 Warlock’s Ring 28
Boots of Blinding Speed 8 White Phial 28
Bow of Shadows 8 The Elder Scrolls 29
Chillrend 9 Elder Scrolls & Your Campaign 30
Chrysamere 10
Crusader's Relics 10
Daedric Crescent 13
Dawnbreaker 13
Dragonbone Mail 14
Ebony Blade 14
Ebony Mail 14
Eleidon’s Ward 15
Fork of Horripilation 15
Goldbrand 16
Grey Cowl of Nocturnal 16
Helm of Oreyn Bearclaw 16
King Dumac’s Wedding Gifts 17
King Orgnum’s Coffer 17
Lord’s Mail 17
Mace of Aevar Stone-Singer 18
Mace of Molag Bal 18
Masque of Clavicus Vile 18
Mehrunes Razor 19
Mentor’s Ring 19
Necromancer’s Amulet 19
Oghma Infinium 20
Ring of Khajiiti 20
Ring of Namira 20
Ring of Phynaster 21
Sanguine Rose 21
Savior’s Hide 21
Scourge 22
Skeleton Key 22
Skull of Corruption 23
Spear of Bitter Mercy 23
Spellbreaker 24
“The following are notes I have gathered, over the past centuries, of items of unimaginable significance. All have been seen, owned, and lost,
again and again throughout Tamriel. Some may be myth, others may be hoax, but regardless, many have lost their lives attempting to find
or protect these very coveted items.”

Tamrielic Lore

Tamrielic Artifacts
4
Tamrielic Artifacts
Anvil of Mithas/Hammer of Gharen
Tamriel is an ancient continent, with more than its fair share The Anvil of Mithas is an ancient anvil created by Mithas, the
of ancient legends and lost artifacts. Gods and men alike have greatest Dwemer smith. It is twinned with the Hammer of
produced many great items throughout the ages, and this section Gharen, which is the only object strong enough not to shatter
contains rules for utilizing many of these items in your campaign! when used to shape metal upon the Anvil. When the Hammer
strikes the Anvil, it produces a ringing which reveals the location
of the entrance to the Dwarven mines beneath Red Mountain.
Using Artifacts
Game masters should be careful about how they use these items, By the time of the Imperial Simulacrum, the Anvil had come
as they are all quite powerful. Players too should be careful, as into the possession of King of Ebonheart. The King had
there are many who would be willing to kill for such items. Any the Eternal Champion bring him the Hammer, which had been
one of these artifacts is worth a quest to retrieve it, and GMs lost in the dungeon known as Black Gate, and used the artifacts
should be wary of giving them to the party too easily, as each to craft the finest armor and weapons in the realm. The Anvil
is priceless in its own way. has never reportedly left the city’s palace since.

Smithing tests performed while utilizing the paired Hammer


Note: Many of these artifacts have appeared in a number and Anvil receive a +20 bonus, and any item crafted raises it’s
of different forms across Tamrielic history. GMs should maximum number of modifications by 1. (Book of Circles pg. 21).
not hesitate to modify the rules presented here if they
want to present a more powerful incarnation of an item.
Auriel's Bow
Auriel’s Bow is an artifact created and used by the Elven god
Auriel, an aspect of the Imperial Akatosh, the Dragon God of
Adamantine Helm of Tohan Time. Although it takes the form of a modest Elven Moonstone
The Adamantine Helm of Tohan is an Adamantine artifact. The bow, it is one of the most powerful weapons in Tamriel.
helmet is medium weight, while still being very durable and
offering superior protection. But what makes it truly unique The bow draws its power from Aetherius itself, channeling it
is its immensely high potential for enchantment. through the sun. Because of its link to Auriel, the bow can
manipulate the sun in various ways. It was involved in a prophecy
Nothing is known of Tohan or the helm’s origins. The helm recorded in the Elder Scrolls, which foretold that the bow
came to rest in the ruins of Onnissiralis, a shrine to Sheogorath would be used to block out the sun. The bow is twinned with
located on a small island in the Sheogorad region of Vvardenfell, Auriel’s Shield. It purportedly smells like Ash Yams, a vegetable
far west of Dagon Fel. It was kept in a tightly locked chest, native to Morrowind and Solstheim.
openable only by key. In the late Third Era, a Dunmer man
by the name of Norvayne attempted to cleanse the ruins, but In the Dawn Era, the bow was said to have been carried into
was slain by the Daedra worshippers. Years later, in 3E 427, his battle by Auriel himself, against the forces of Lorkhan during
sons, Daris and Dalin Norvayne, set out to avenge their father the Ehlnofey wars. When Trinimac defeated Lorkhan and tore
and cleanse the ruins. Following rumors of the Helm of Tohan, out his heart, Auriel fastened it to an arrow shot it long into
the Nerevarine arrived at Onnissiralis. It is unknown how the the sea, where Red Mountain eventually formed.
events unfolded, but the ruins were cleansed of worshippers.
The brothers handed the Nerevarine the key to the chest which For hundreds of years, the bow appeared throughout Tamriel,
contained the helm, and it was taken from the ruins. Since then with its most recent appearances being subject of gossip. The
it has been lost to history. bow was uncovered by the Eternal Champion during the
Imperial Simulacrum, in the province of Valenwood, Skyrim
Weapon Adamantine Helm of Tohan or Elsweyr (accounts vary). In the events leading up to the Warp
in the West, a clue to the bow’s location was discovered by a
Type Full Adamantium
witch living in the Iliac Bay region. In return for kidnapping
AR 7 the witch’s great-granddaughter to become the witch’s successor,
Magic AR 3 she revealed the clue to a questing member of a knightly order,
Qualities Medium, Magic who retrieved it from the dungeon where it lay. A fake copy of
the bow also appeared in the Iliac Bay around this time; it was
ENC 4
created by a mage in an attempt to bribe an agent of Nocturnal
EL 1500 who has been sent to assassinate him.

Tamrielic Artifacts
5
Later in the Third Era, the bow was claimed by Ralyn Othravel, Near the end of the Third Era, the shield was recovered by
a Dunmer Ordinator and a member of the Tribunal Temple Drelyne Llenim, a Dunmer Buoyant Armiger stationed at
stationed at Ghostgate, a small military settlement along the Ghostgate, a small military settlement along the Great Ghost
Great Ghost Fence on Vvardenfell. In 3E 427, Mistress Therana, Fence on Vvardenfell. In 3E 427, the shield is said to have been
an eccentric Councillor of Great House Telvanni, discovered the forcibly taken from Llenim by the Nerevarine, who then sold it
bow’s location through unknown means, although she claimed to Torasa Aram. Aram put the shield on display in her Museum
she could smell its Ash Yam scent. A member of House Telvanni of Artifacts in Mournhold.
took the bow from Ralyn Othravel and gave it to Therana, who
grudgingly accepted it. Later that year, the bow was sold to By 4E 201, the shield had come to the Forgotten Vale of
Torasa Aram, who put it on display in her Museum of Artifacts Skyrim, once the stronghold of the Chantry of Auriel. Through
in Mournhold. unknown means, the shield was obtained by an anonymous
Falmer Warmonger, a member of the Betrayed, whose ancestors
In 4E 201, the Tyranny of the Sun prophecy was realized with had been blinded by the Dwemer and crippled by centuries of
the awakening of Serana, an ancient Daughter of Coldharbour, living underground. The Falmer used the shield to fight many
by the reformed Dawnguard. Serana was the daughter of Lord Frost Trolls in a secluded forested region of the Vale. The Last
Harkon, the leader of the Volkihar vampire clan, who had spent Dragonborn located this Falmer and reclaimed the shield.
centuries attempting to fulfill the prophecy. The prophecy
brought Serana and the Last Dragonborn to the Forgotten Weapon Auriel’s Shield
Vale, where they encountered Knight-Paladin Gelebor, the
BR 12
single survivor of his brother Vyrthur’s attacks on the Chantry
of Auriel. The two ventured into the ruins of the Falmer chapel Magic BR 12
and defeated Vyrthur, who had planned to use Serana’s blood. Qualities Medium, Magic, Auriel’s Ward
Auriel’s Bow was retrieved and used to slay Lord Harkon, ENC 3
although it is unknown if Serana and the Dragonborn sided
with the Volkihar or the Dawnguard. Auriel’s Ward: The wearer of this shield increases their Fire
resistance by 2, and is under the effect of Magic Shield SL 4 while
Auriel’s Bow wielding the Shield. If the character uses Auriel’s Shield to block
Damage 1d10 or parry the source of that effect, such as by blocking a spell or
parrying an enchanted weapon, then it is automatically negated.
Hand 2
For every 5 attacks the shield blocks, the wearer gains 1 charge
Range 30/200/400 of Auriels Wrath (to a maximum of 3), which the character can
Qualities Magic, Proven, Reload (2), Unwieldy, Auriel’s choose to spend whenever performing the Bash Special Action.
Light For every charge spent, add 2 meters to the distance pushed by
ENC 1 the action.

Auriel’s Light: Any arrow fired from this bow counts as inflicting
sunlight damage for the purpose of harming creatures with the
Sun-scarred trait.

Auriel's Shield
Auriel’s Shield is an artifact created and used by the Elven god
Auriel, an aspect of the Imperial Akatosh, the Dragon God of
Time. It takes the form of a small shield, sometimes rounded,
and made from either ebony or moonstone. It has several magical
abilities that help to make its wielder nigh invulnerable. The shield is
twinned with Auriel’s Bow. Like many great artifacts, the shield
has a life and personality of its own, and does not feel bound to
its user. A popular fable tells of it abandoning its owner in her
greatest hour of need, but this story is thought to be apocryphal.

The shield was uncovered by the Eternal Champion during


the Imperial Simulacrum, in either High Rock or Summerset
(accounts vary). In the events leading up to the Warp in the West, a
clue to the shield’s location was discovered by a witch
living in the Iliac Bay region. In return for kidnapping the
witch’s great-granddaughter to become the witch’s successor,
she revealed the clue to a questing member of a knightly order,
who retrieved it from the dungeon where it lay.
Tamrielic Artifacts
6
Azura's Star The Star was returned to the mortal realm when the Nerevarine
Azura’s Star is a Daedric artifact created by the Daedric Prince
Azura. In appearance it looks like a large, intricately designed did a service for Azura in 3E 427. She and Sheogorath had a
throwing star or gemstone, with eight star-like prongs. In the wager that Azura’s priestess, Rayna Drolan, could live in silence
right hands, Azura’s Star acts as a reusable soul gem of almost for one hundred years. The time was almost up, so Sheogorath
unlimited capacity. This makes it highly sought by mages and sent his servants to disturb the priestess on her island in the
assassins. It can only capture white souls, but was once corrupted Sheogorad region of Vvardenfell. The Nerevarine banished the
by mortals to trap black souls instead, becoming the Black Star. Mad God’s Daedric servants, and was given the Star in return.
The Star is often used as a symbol of Azura. In 3E 433 the star was again given as a reward, to an adventurer
who visited Azura’s shrine in the Jerall Mountains of Cyrodiil.
An unknown agent of the Blades received the Star from the Azura sent the adventurer to cleanse a nest of vampires who had
previous owner, a worshipper of Azura, in return for killing a healer once been her worshippers. Their eternal suffering pained her,
in the Iliac Bay area who had insulted the Prince. so she unsealed their prison in order for the adventurer to put
Between 3E 411 and 3E 412, two friends named Charwich them to rest. In the same year, the Star was needed by Martin
and Koniinge searched for the Star. It was discovered that a man Septim to open a portal to the realm of Gaiar Alata, Mankar
named Hadwaf Neithwyr had summoned Azura in the town of Camoran’s Paradise. The Champion of Cyrodiil was sent to
Tel Aruhn in Morrowind and had accepted the Star. He then recover the Star from the cave where it was held, and took it
returned to High Rock, where he and his sister Peryra attempted from the shrine’s pedestal found within. The Star was consumed
to kill the lycanthropic caretaker of their family graveyard to in Martin’s ritual, and was not seen again for many years.
power the Star. They failed, and the caretaker hid their remains
in one of the crypts. Charwich found the Star, and tricked Sometime in the second century of the Fourth Era, one Malyn
Koniinge into thinking he was dead by sending misleading Varen, a teacher at the College of Winterhold with a scholarly
letters. Charwich and his fiancée Lady Elysbetta Moorling ran interest in soul gems, came into possession of Azura’s Star and
away with the Star, using it to become wealthy and powerful. began to study it along with a few colleagues and students.
Eventually the Star vanished, and Koniinge caught up with both Unknown to the others, Varen was dying and was trying to
of them and killed them. The letters between the two have been find a way to trap his own soul in the Star, becoming immortal.
published in the Charwich-Koniinge Letters series of books. This research drove him insane, partly due to the visions sent to
torment him by Azura, until one day he killed a student and
used her soul in his experimentation. He was banished from
the College, after which he and a few loyal disciples moved to
Ilinalta’s Deep, an abandoned Imperial fort which sunk into
Lake Illinalta. This band of rogue necromancers continued their
experimentation, and Varen eventually succeeded in corrupting
Azura’s artifact to accept black souls, renaming it as the Black
Star.

In 4E 201, the Dragonborn was summoned to the Shrine of


Azura north of Winterhold, built by the Dunmer refugees who fled
from Morrowind. Aranea Ienith, Azura’s priestess, tasked
the Dragonborn with finding her lost artifact. Azura’s message
led the Dragonborn to Nelacar, a mage living in Winterhold
who was once a member of the college there. He knew of Varen,
and directed the Dragonborn to Illinalta’s Deep. There, the
Dragonborn found the broken Black Star, and was captured
by it. The interior of the Star consisted of crystalline paths
suspended in a void, and was home to Varen and his Dremora
minions. The Dragonborn destroyed Varen’s soul, and had to
decide whether to give the Star to Ienith, who would have
Azura restore the artifact, or bring it to Nelacar, who offered
to complete Varen’s work and permanently corrupt the artifact,
leaving it as the Black Star. It is unknown which option the
Dragonborn chose.

Azura’s Star is a Grand Soul Gem that is capable of being re-used:


it is not destroyed when used to create Enchanted items, instead
it is simply emptied of all its Soul Energy. The Black Star is a
corrupted incarnation of Azura’s Star that is capable of trapping
Black Souls.

Tamrielic Artifacts
7
Bittercup Near the end of the Third Era, the Bow came into the possession
of a necromancer named Goris the Maggot King. In 3E 427,
The Bittercup, or the Bitter Cup, is an artifact sacred to Clavicus
Vile. The Cup was lost in ancient Chimeri ruins on an island the Nerevarine killed Goris and his accomplice Luven in the
in the Sheogorad region of Vvardenfell before it was recovered Venim Ancestral Tomb, a tomb in the Grazelands of Vvardenfell
by the Nerevarine in 3E 427. It slowly fills itself with an which Goris used as a lair. The Nerevarine then retrieved the
unknown nectar that, when drunk, enhances one’s strengths Bow. Later that year, the Bow was sold to Torasa Aram and put
while magnifying their weaknesses. on display in her Museum of Artifacts in Mournhold.

The Bittercup is an ornate cup made of an unknown material Bow of Shadows


that fills itself with an unknown nectar. If a character drinks all Damage 1d8
of the Nectar contained within then they permanently increase
Hand 2
their highest Characteristic by 3d8 and permanently reduce their
lowest Characteristic by the same amount (to a minimum of Range 20/150/300
zero). Qualities Magic, Proven, Reload (1), Shadowstep
ENC 1
Bloodworm Helm Shadowstep (1 SP): The character doubles their Speed and
The King of Worms was said to have left behind one of his prized
gains the Invisible condition for 5 Rounds, or until the character
possessions, the Bloodworm Helm. The Helm is a construct of
makes an attack or other action that would break the invisibility,
magically formed bone. The Helm allows the user to summon
whichever comes first.
skeletons and control the undead. It is a prized artifact for
necromancers.
Brush of Truepaint
Weapon Bloodworm Helm The Brush of Truepaint is an Aedric artifact supposedly created
Type Partial Bone by Dibella. It is said that the bristles of the brush were woven
from of Dibella’s own hair. The brush allows the wielder to
AR 2
enter a painting canvas and paint things life-sized, simply by
Magic AR 0 imagining them.
Qualities Light, Magic, Dominate Undead
ENC 3 At some point before 2E 582, a Dunmer wizard named Bravam
Lythandas was performing a cruel experiment in illusion on
Dominate Undead (Cast): Once per day the wearer of the helm three captives he was keeping in his basement. He had magically
to summon 1d10 Skeletons with Mindlock 0 and the Bound tricked them into believing they were living in a palace, although
traits. Additionally, the wearer of this helm may make an opposed over time the illusions began to damage their minds. As they
Willpower test against any entity with the Undead trait (excluding descended into madness, one of the captives began rocking back
vampires). On success, that character gains the Bound trait, and forth and muttering prayers to Dibella. Several days later,
but the wearer must suffer the mindlock cost. This test may be Bravam returned to find the basement entirely empty, with
attempted more than once, but each failed test beyond the first the walls, ceiling, and floor completely covered with a mural
inflicts a level of fatigue on the wearer. depicting the grand chamber of a palace. The only thing remaining
was the Brush of Truepaint lying in the corner.

Boots of Blinding Speed Bravam’s experiment journal went on to become a tome of


forbidden knowledge, hoarded by Hermaeus Mora. At some
A strange pair of boots of unknown origin.
point a Khajiit named Baezad-dro went looking for the Brush
The Boots of Blinding Speed are a pair of enchanted leather of Truepaint, although he was killed by a daedroth when he
boots. Characters wearing the Boots of Blinding Speed gain tried to read the journal. The journal eventually ended up on
the Blind trait, but quadruple their Speed. the small island of Khenarthi’s Roost along with several other
tomes of forbidden knowledge.

Bow of Shadows The brush was later gifted to a descendant of Bravam Lythandas,
The legendary ranger, Raerlas Ghile, was granted the Bow for an artist and devout follower of the goddess who served in
a secret mission that failed. The Bow was lost, though Raerlas the Arnesian War of 3E 396. An errant fireball exploded next
is said to have used it to take scores of his foes down with him. to him, and he lost the use of both arms. He was a stubborn
Many sightings have been reported; it is said that the Second man, and prayed to Dibella for a way to continue his trade.
Era Dunmer assassin Dram once wielded it. Dram used the Bow When the Dunmer artist died, he left the brush to his son, who
during the Battle of Hunding Bay, when he shot Prince A’tor with went on to become the famous Rythe Lythandas of Cheydinhal.
the poisoned arrow that eventually killed him. Dram made use Rythe specialized in painting the Great Forest of Cyrodiil; these
of the bow during the rebellion of Stros M’Kai, led by the Restless paintings are famous all across Tamriel for their realism, and
League, most notably in battle against Cyrus the Redguard. some say that one can see the trees sway in the breeze.

Tamrielic Artifacts
8
In 3E 433, a Bosmer or Altmer thief (reports vary) learned of
the brush, the source of Rythe’s fame. In an attempt to steal
Chillrend
Chillrend is an artifact of unknown origins. It takes the form
the artifact, the thief broke into Rythe’s house, knocked him of a glass shortsword, although, unlike regular malachite, it is
unconscious and leapt into the unfinished painting he was blue instead of green. Like other glass weapons, its handle was
working on. The thief then created Painted Trolls to act as fashioned from rare metals and moonstone. Its enchantment
guardians, but the beasts turned on their creator and killed varies in strength and properties, but it always causes magical
him. Rythe followed the thief into a painting, and became frost damage to the opponent. Other known effects include
stuck there, unable to create a portal back without the brush. causing a weakness to frost, or temporary paralysis.
His wife Tivela, who was unaware of the Brush of Truepaint,
put out a request to help “find” him. After several days, the The sword’s first known owner was Valus Odiil, an Imperial
Champion of Cyrodiil responded to the rumors, and entered adventurer who wandered Tamriel (or at least Hammerfell).
the Painted World. The Champion met with Rythe, and fought Valus eventually settled down in Cyrodiil, and bought a farm
through the Painted Trolls to the corpse of the thief. With the outside the walls of Chorrol. However, his farm was continuously
brush retrieved, the two were able to exit the Painted World. raided by goblins from the Great Forest, and the town
guard refused to help. In 3E 433, unable to fight in his old
The Brush of Truepaint appears to be a normal paintbrush, but age, he asked the Champion of Cyrodiil to aid his two sons in
when used to paint something the surface in question becomes a killing the goblins. After the battle, Valus passed on Chillrend
portal to a fantasy world. In this realm the brush can be used to to the Champion for keeping his sons safe, saying that he was
paint real objects or beings, which come to life when completed. going to spend the rest of his days in peace.
It can also be used to paint a portal with which to return to
reality. Without the brush, there is no way back unless one can The sword later came into the possession of Mercer Frey, the
find a portal that has already been painted. Guildmaster of the Skyrim Thieves Guild. Mercer was a
renowned thief, whose possession of the Skeleton Key gifted him
with great luck. By 4E 201, Mercer had placed the sword inside
a display case in the secret basement of Riftweald Manor, his
house in Riften. The sword was stolen by the Last Dragonborn
when Mercer’s treachery was discovered by the Guild.

Chillrend
Damage 1d6+3
Hand 1
Range 1m
Qualities Slashing, Exploit Weakness, Magic, Proven
Enchanted (Strike: Frost 4)*,
Enchanted (Strike: Paralyze -10)*
ENC 1

*Deals 4 bonus Frost damage on Strike


*Target character must make a Willpower test with a -10 modifier
or be Paralyzed for 1 round on Strike

Tamrielic Artifacts
9
Chrysamere from-the-future strong! We’ve chosen to present a more
grounded version of the relics based on their portrayal in The
Chrysamere, the Paladin’s Blade and Sword of Heroes, is an
ancient claymore with offensive capabilities only surpassed by Elder Scrolls IV: Oblivion, but that shouldn’t stop the enterprising
its defenses. It lends the wielder health, protects him or her from GM from dialing up their power or adding new abilities.
fire, and reflects any deleterious spells cast against the wielder This could even be made into an interesting plot hook: perhaps
back to the caster. Seldom has Chrysamere been wielded by an the relics don’t seem to measure up to the legends because a
individual for any length of time, for it chooses not to favor certain ingredient is required to unlock their true power, or
one champion. perhaps the relics we know are mere imitations of the real thing!

Armor/Weapon Quality: Aedric Favor


Chrysamere Due to this item’s nature only those who are worthy may wield
Damage 1d12+1 it to it’s full potential. The eyes of the Aedra judge the wearer’s
Hand 2 every action, past present and future. If a character who has
not been deemed worthy attempts to use the item they will
Range 3m
find themselves unable to do so: armor straps come undone
Qualities Slashing, Unwieldy, Concussive, Magic, Proven and weapons slip from their hand as if they had a mind of their
Enchanted (Cast: Heal 6) 8, 1500 [1500])*, own. In game terms, this means the character may not even
Enchanted (Cast: Resistance to Magic 3) 14, 1500 attempt to equip or use the item.
[1500])*
ENC 4 A character who has been deemed worthy to wield the Crusader’s
Relics, and has managed to assemble the full armor set receives
*Caster regains 6 HP an additional bonus when wearing all the pieces (helm, cuirass,
*Caster gains the Resistance (magic, 3) trait for 1 round. gauntlets, and greaves/boots): double the effects of all constant
effect enchantments provided by the relics. GMs should take
note that this is not an honor the gods bestow lightly.
Crusader's Relics
The Crusader’s Relics are a set of Aedric artifacts, reportedly
created by the Eight Divines and given to Pelinal Whitestrake,
the Divine Crusader. The set includes a suit of armor, a shield, a “Presently the half-Elf [showed himself] bathed in [Meridian
mace and a longsword, which mold to the needs of the wielder
light] ... and he listed his bloodline in the Ayleidoon and spoke
and increase their proficiency in the School of Restoration.
The artifacts were used by Whitestrake to banish Umaril the
of his father, a god of the [previous kalpa’s] World-River and
Unfeathered, an Ayleid Sorcerer King. In the battle, Umaril taking great delight in the heavy-breathing of Pelinal who had
had dealt him a fatal blow, and with his death the relics were finally bled... [Text lost] ... [And] Umaril was laid low, the
scattered and lost. angel face of his helm dented into an ugliness which made
Pelinal laugh, [and his] unfeathered wings broken off with
In 3E 111, Sir Amiel Lannus founded the Knights of the Nine sword strokes delivered while Pelinal stood [frothing]... above
with the intent of recovering the lost relics. The order grew in him insulting his ancestry and anyone else that took ship from
fame, and recovered many of the holy relics, but after the War Old Ehlnofey....”
of the Red Diamond the knights slowly disbanded, losing all
but one of the relics.
The Song of Pelinal
In 3E 433, Umaril the Unfeathered returned to the mortal
realm, having been reborn in the Fires of Creation due to his
alliance with Meridia. The Fallen King led an attack on the
Nine Divines by desecrating chapels with his army of Aurorans.
Following the calling of a mysterious prophet, a pilgrim set out
to retrieve the relics and reform the Knights of the Nine. The
pilgrim succeeded, becoming the Divine Crusader reborn and
destroying Umaril, body and soul. The relics are now held in
the Priory of the Nine.

Using the Crusader’s Relics


The Crusader’s Relics are incredibly powerful artifacts, especially
when combined. GMs should be wary of using more than one
of them as material for anything but the end game of a high
level campaign.

Certain lore savvy GMs may also be asking about our portrayal
of these relics: they may be strong, but they aren’t insane-cyborg-
Tamrielic Artifacts
10
Helm of the Crusader
The helm was created by Dibella, and gives the wearer a serene
beauty. The followers of Pelinal built the Shrine of the Crusader
in the halls of Vanua after his death, using the helm as an object
of worship. The ruins of the structure were slowly engulfed by
Lake Rumare. In 3E 153, Sir Amiel went on one final quest,
hoping to restore the honor of his order - he ventured into the
haunted ruins of Vanua, but died before he could reach the
helm. When the pilgrim received a vision from Whitestrake,
the Crusader pointed them towards the ruin. There, they found
the bones of Sir Amiel, as well as the helm.

Weapon Helm of the Crusader


Type Full Star-Forged Steel
AR 8
Magic AR 8
Qualities Medium, Aedric Favor, Magic, Enchanted
(Constant: Fortify Personality 15)*
ENC 4

*Increases Personality score by 15 while worn Boots/Greaves of the Crusader


The Boots of the Crusader (also known as the Boots of Kynareth)
were created by Kynareth. The wearer will not be attacked by
Cuirass of the Crusader creatures of the forest. Sir Juncan of the original Knights died
The cuirass was created by either Mara or Akatosh. This was while searching for the boots. The pilgrim visited the Shrine of
the first relic recovered by the original Knights, who defeated Kynareth, and was told the location of the “Grove of Trials” by
the Wyrm of Elynglenn to claim it. The cuirass was the only the high priestess (later to become Sir Avita Vesnia). Kynareth
relic remaining in the order’s possession when it dissolved after tested the pilgrim by sending the Forest Guardian, a giant bear,
the death of Sir Amiel. It was safeguarded in the priory’s sealed to attack them. When the pilgrim didn’t fight back, having
undercroft, protected by the lingering spirits of the Knights. reverence for nature, Kynareth allowed them entrance to the
Many adventurers faced the ghosts of the Knights, but none grotto where the boots were hidden. The boots were needed to
were able to pass. The pilgrim entered the abandoned priory retrieve the Mace of the Crusader; with them, the wearer’s faith
over three hundred years later, and proved themselves in single is strengthened and they can cross the void of doubt.
combat against the Knights; in return, they were allowed to
claim the cuirass. The greaves were created by either Mara or Akatosh. Sir Berich
Vlindrel of the original Knights discovered the greaves, and
Weapon Cuirass of the Crusader brought them to the War of the Red Diamond. They were buried
Type Full Star-Forged Steel with him in his family tomb in Underpall Cave. Sir Roderic
AR 8 of Wayrest and his squire Lathon, following the call of the
prophet, recovered the greaves from the cave. Sir Roderic was
Magic AR 8 then slain by the wraith of Lord Vlindrel, but Lathon escaped
Qualities Medium, Aedric Favor, Magic, and brought the greaves to the Priory of the Nine. The pilgrim
Enchanted (Constant: Fortify Endurance 15)* accepted them, and avenged Sir Roderic’s death by freeing Lord
ENC 4 Vlindrel of the evil which had ensnared his soul.

*Increases Endurance score by 15 while worn Weapon Boots/Greaves of the Crusader


Type Full Star-Forged Steel
AR 8
[And then] Kyne granted Perrif another symbol, a diamond
Magic AR 8
soaked red with the blood of elves, [whose] facets could
[un-sector and form] into a man whose every angle could Qualities Medium, Aedric Favor, Magic, Enchanted
(Constant: Fortify Willpower 15)*,
cut her jailers and a name: PELIN-EL [which is] “The
Kynareth’s Gift
Star-Made Knight” [and he] was arrayed in armor [from the
future time]... ENC 4
The Song of Pelinal
Kynareth’s Gift: The character wearing this item has Kynareth’s
favor, and will never be attacked by wild animals unless provoked.
*Increases Willpower score by 15 while worn
Tamrielic Artifacts
11
Gauntlets of the Crusader Shield of the Crusader
The gauntlets were created by Stendarr. Sir Casimir of the original The shield was created by Julianos. Shaped like the Chim-el
Knights recovered he gauntlets, and brought them to the War of the Adabal, the symbol of the Imperial pantheon, the shield allows
RedDiamond. When he returned, he left the order, and went to its wielder to reflect spells back at their casters. Sir Henrik of
the Great Chapel of Stendarr in Chorrol. Having been changed the original Knights retrieved the shield after he set out on
by the war, Sir Casimir grew impatient with a beggar one day his own. He and his friends hid the shield deep within Fort
and struck him down with the gauntlets. Stendarr, the God of Bulwark, an abandoned Imperial fort; he died before he saw
Mercy, was appalled and cursed the gauntlets to fall to the floor, the protective measures finished. His ghost sent the pilgrim to
too heavy to move. Sir Casimir and his bloodline was cursed the fort, which had been taken by a group of conjurers. The
with immense fatigue. When the pilgrim came to the Chapel conjurers sought the shield, but had been unsuccessful in getting
to recover the gauntlets, he met a descendant of Sir Casimir: past the many traps and puzzles within the ruins. The pilgrim
Kellen. The pilgrim took the curse upon themselves, freeing encountered another knight, Sir Thedret, imprisoned within
Kellen of his woes and redeeming the gauntlets. The curse was the ruins. Once the pilgrim set him free, Sir Thedret passed
later ended by the Blessing of Talos. on his limited knowledge of the puzzles, and later joined the
reformed Knights of the Nine. After many challenges the pilgrim
Weapon Gauntlets of the Crusader discovered the shield in the depths of the ruin
Type Full Star-Forged Steel
Weapon Shield of the Crusader
AR 8
BR 12
Magic AR 8
Magic BR 12
Qualities Medium, Aedric Favor, Magic,
Enchanted (Constant: Resistance to Poison 2)*, Qualities Medium, Magic, Mirror of Julianos
Stendarr’s Gift ENC 3
ENC 4
Mirror of Julianos: If the character uses this shield to block or
Stendarr’s Gift: The character wearing this item gains the parry a spell or another source of magic components, such as by
Immunity (Disease) trait. blocking an enchanted weapon, then the spell/magic components
*Gain Resistance (Poison, 2) while worn are resolved against the source character. This also applies if the
character would be affected by a spell/magic components on a hit
location that he is passively guarding with the shield.

Mace of the Crusader


The Mace of the Crusader was created by Zenithar. According to
legend, when Pelinal Whitestrake was slain, a messenger carried
the mace to the settlement of Leyawiin. Centuries later, the master
craftsman Saint Kaladas built the Great Chapel of Zenithar to
honor the legend. When Kaladas died and was entombed in the
Chapel, those who prayed to him began to receive visions of the
mace. In the vision, the mace can be seen in the distance, separated
by a void. The void symbolizes doubt, and an inscription on the
tomb says to “walk in the faith”. Sir Ralvas of the original Knights
attempted hundreds of times to reach the mace, but failed each
time. The pilgrim later discovered that the Boots of the Crusader are
needed to cross the void. With the boots, the path was illuminated
and the pilgrim recovered the mace.

Mace of the Crusader


Damage 1d8+4
Hand 1
Range 2m
Qualities Crushing, Aedric Favor, Unwieldy, Concussive,
Magic, Proven, Enchanted (Strike: Fire [Sunlight]
5)*
ENC 1

*Deals 5 bonus Fire [Sunlight] damage on Strike

Tamrielic Artifacts
12
Sword of the Crusader
The sword was created by Arkay. Those it strikes are burnt by
Daedric Crescent
The Daedric Crescent Blade is a Daedric artifact created by the
holy flames, their magicka reserves depleted. It was discovered Daedric Prince Mehrunes Dagon. It has the power to paralyze
by Sir Berich Vlindrel of the original Knights, who brought it those it strikes, and puts heavy wear on their armor; it has also
to the War of the Red Diamond. When he died, it was buried been known to create a green ball of energy, but its effects are
with him in his family tomb in Underpall Cave; in undeath, unknown. There were once many Crescents, which were used
Lord Vlindrel dragged the sword down into evil, cursing it by Dagon’s forces to take the Battlespire during the Imperial
so that a righteous wielder would have stunted magicka. His Simulacrum. When the Empire later reclaimed the ruined
wraith, infamous for haunting the Orange Road, wielded the academy, the Crescents were gathered up and destroyed - all
weapon. It was recovered by the pilgrim who, after freeing Lord but one.
Vlindrel’s soul, reconsecrated it on the altar in the Great Chapel
of Arkay in Cheydinhal. In 3E 427, this last Crescent was discovered by the Nerevarine.
It had been in the possession of Lord Dregas Volar, a Dremora
Sword of the Crusader who dwelled in the Daedric shrine of Magas Volar, a Daedric
Damage 1d8+4 (1d10+4) sanctuary inaccessible without teleportation. Divayth Fyr of Tel
Fyr had come to possess an amulet which would teleport the
Hand 1.5
wearer to the hidden shrine; the Nerevarine used the amulet and
Range 2m defeated Lord Volar, claiming the last known Daedric Crescent.
Qualities Slashing, Aedric Favor, Magic, Proven,
Enchanted (Strike: Fire [Sunlight] 4)* Daedric Crescent
Enchanted (Strike: Drain Magicka 10)*
Damage 1d12+4
ENC 2
Hand 2
*Deals 4 bonus Fire [Sunlight] damage on Strike Range 2m
*Target loses 10 magicka on Strike Qualities Spliting, Unwieldy, Shield Splitter, Concussive,
Magic, Proven
Enchanted (Strike: Paralyze -20)*
Enchanted (Strike: Disintegrate Armor 3)*
ENC 1

*Target character must make a Willpower test with a -20 modifier


or be Paralyzed for 1 round on Strike
*Applies the Damaged 3 quality to the piece of armor on the
location it hits (or shield, if it is blocked by a shield) on Strike

Dawnbreaker
Dawnbreaker is a Daedric artifact created by the Daedric
prince Meridia. It is the bane of undead creatures, befitting of
Meridia’s hatred for them. It was obtained by the Dragonborn,
who completed a task for Meridia after contacting her at her
Kilkreath shrine.

Dawnbreaker
Damage 1d8+4 (1d10+4)
Hand 1.5
Range 2m
Qualities Slashing, Magic, Proven
Enchanted (Strike: Fire [Sunlight] 6)*
Meridia’s Retribution
ENC 3

Meridia’s Retribution: When killing a character with the undead


trait, roll a d10, on an 8+, all characters with the Undead trait
within 5m must make a Willpower test or flee the wielder for their
DoF rounds as the corpse explodes with fire.
*Deals 6 bonus Fire [Sunlight] damage on Strike

Tamrielic Artifacts
13
Dragonbone Mail Ebony Mail
The Dragonbone Mail, or the Dragonbone cuirass, is thought to The Ebony Mail is a Daedric artifact created by the Daedric
be one of the greatest artifacts any collector or hero could own. Prince Boethiah. In appearance it looks like an ebony suit of
While many fine pieces of armor have been constructed with armor, or often simply a cuirass. The artifact grants its wearer
real dragon bone, the Dragonbone Mail was enchanted by the resistance to fire and magical attacks, magical protection from
first Imperial Battlemage, Zurin Arctus, in the early years of the physical blows, quieter movements and the ability to poison enemies
Third Era. It’s described as a truly exquisite piece of work, and who get too close. The artifact was created before recorded history by
many have sought to possess it. The properties of the cuirass Boethiah.. The Ebony Mail was uncovered in Black Marsh by the
allow the wearer to resist fire, and to damage an enemy with Eternal Champion during the Imperial Simulacrum. Just before the
a blast of fire. Little is known about the involvement of Zurin events of the Warp in the West, an unknown agent of the Blades
Arctus with the enchantment of the cuirass, but an old tale in the Iliac Bay area summoned Boethiah in a search for power. In
speaks of a debt that he owed to a traveling warrior. Like the return for killing an innocent spellsword who had displeased the
warrior, the Dragonbone Mail never stays put for long. Prince, the agent was gifted with the Ebony Mail from a worshipper
of Boethiah. During the play A Hypothetical Treachery, a group
Weapon Dragonbone Mail of adventurers (Malvasian, Inzoliah, Dolcettus and Schiavas)
recover the Ebony Mail from the legendary Eldengrove of
Type Full Dragonbone
Valenwood. In the end, Inzoliah alone is left alive and sells the
AR 9 artifact to the king of Silvenar.
Magic AR 9
Qualities Super-Heavy, Magic, In 3E 427, the Nerevarine was sent by the Tribunal Temple at
Enchanted (Constant: Resistance to Fire 10)*, the request of Archcanon Tholer Saryoni to make a pilgrimage
Dragon Breath to Mount Assarnibibi, where Molag Bal oversaw the ninety-nine
lovers of Boethiah, who gave birth to Almalexia. Upon completing
ENC 6 the pilgrimage, the Nerevarine received the Ebony Mail and
brought it to Tholer Saryoni. The archcanon wouldn’t accept
Dragon Breath (1 SP): Breath a great swathe of fire in an arcing it, saying it would be put to better use by the Nerevarine. The
spray, dealing 2d6 Fire damage to all targets in a 15 metre cone. Nerevarine later sold it to Torasa Aram, who put it on display
*Gain the Resistance (Fire, 10) trait while worn. in the Mournhold Museum of Artifacts. In 4E 201, Boethiah
tasked the Dragonborn with assassinating the Prince’s previous
Ebony Blade champion and his group of bandits. The Dragonborn retrieved
the Ebony Mail from the corpse of the ex-champion.
The Ebony Blade, resembles an ebony katana, and its power is very
dark indeed. Every time the Ebony Blade strikes an opponent, part
of the damage inflicted flows into the wielder as raw power. The Weapon Ebony Mail
Blade itself may not be any more evil than those who have used it, Type Full Ebony
but at some point in its history, a charm was cast on it so it would AR 8
not remain with any one individual for long. The wizard who
cast this charm sought to save the souls of any too infatuated Magic AR 4
by the Blade, and perhaps he was right to do so. It is an artifact Qualities Heavy, Magic
of Mephala, Daedric Prince of deceit. Enchanted (Constant: Resistance to Magic 10)*
Enchanted (Constant: Poison Cloak 3)*
Ebony Blade ENC 6
Damage 1d6+4 (1d8+4)
*Gain the Resistance (Magic, 10) trait while worn.
Hand 1.5 *Deal 3 poison damage to all targets within 2m at the end of every
Range 2m round
Qualities Slashing, Magic, Proven, Exploit Weakness,
Vampiric Blade
ENC 3 “The Ebony Mail is a breastplate created before recorded
history by the Dark Elven goddess Boethiah. It is she who
Vampiric Blade: When this weapon deals damage, the wielder determines who should possess the Ebony Mail and for how
receives one-half of the dealt damage back (round-down). long a time. If judged worthy, its power grants the wearer
added resistance of fire, magicka, and grants a magical
shield. It is Boethiah alone who determines when a person is
ineligible to bear the Ebony Mail any longer, and the goddess
can be very capricious.”
Tamrielic Lore

Tamrielic Artifacts
14
Eleidon’s Ward Fork of Horripilation
Eleidon’s Ward is an enchanted shield especially built for Eleidon, The Fork of Horripilation is a cursed artifact created by the
a renowned holy knight of legend in Breton history. One of Daedric Prince Sheogorath. In appearance and in function, it
the many stories about him is that he saved a baron’s daughter is a mundane iron fork. However, Sheogorath is fond of forcing
from sure death at the hands of a warlord, and the baron spent mortals to use it as a weapon, in which case it curses the wielder
all his riches on the creation of the shield to show his gratitude. with Fork’s Wound, a magical effect which stunts the wielders
It grants the wielder the opportunity to heal wounds. The magicka or drains it completely. It is unknown what relation
Nerevarine reportedly recovered the shield from a tomb in the the fork has to horripilation.
Sheogorad region of Vvardenfell and sold it to the Mournhold
Museum of Artifacts in 3E 427. In 3E 427, the fork was in the possession of Big Head, a mad
Argonian hermit and a worshipper of Sheogorath who lived in a
Weapon Eleidon’s Ward small shack on an island in the Sheogorad region of Morrowind.
Big Head was obsessed with forks and spears, which he had
BR 12
filled his hut with. Sheogorath instructed the Nerevarine to
Magic BR 8 kill a Giant Bull Netch with the fork. Big Head willingly gave
Qualities Heavy, Magic the fork to the Nerevarine, who then killed the Bull Netch
Enchanted (Cast: Heal 10) 12, 1500 [1500])*, and returned the fork to Sheogorath to earn the Prince’s favor.
Enchanted (Cast: Heal Other 10) 10, 1500 [1500])*
ENC 3 In 3E 433, Sheogorath returned the fork to the Shivering Isles,
his Plane of Oblivion. Rumors circulated among the mortal
*Caster regains 10 HP population of the Isles about its return. Big Head entered the
*Target Character within 1m regains 10 HP Isles in search of the fork, which “sang” to him, and took up
residence in Bliss, where he collected a great many forks. The
fork was of great importance to both the Heretics and Zealots,
two outcast religious factions. The Heretics had obtained possession
of the fork and had taken it to Longtooth Camp, near
the Gates of Madness on the Mania side of the Isles. However,
news of this reached the Zealots, who launched an attack on the
Heretic base. The Fork supposedly changed hands several times,
with the Zealots bringing it to Hardscrabble Camp, their nearby
base in Dementia, only to have it reclaimed by the Heretics.
Eventually, Big Head requested the assistance of Sheogorath’s
Champion, who then learned of its location from the beggar
Bolwing. The Champion recovered the fork from the outcasts
and returned it to the grateful Big Head.

Fork of Horripilation
Damage 1d4
Hand 1
Range 1m
Qualities Slashing, Small, Magic, Madness!
ENC 1

Madness!: When a character picks up this item they reduce their


magicka to 0 and cease regenerating magicka while they continue
to carry it. The Fork of Horripilation ignores all AR, and DR, and
when a target is killed using the Fork of Horripilation, the wielder
must make a -20 Willpower test to avoid extreme compulsions to
immediately eat the target’s flesh.

“If you find a special Fork to Big Head you should go. He isn’t
the sharpest blade in the drawer; you have more smarts in
your toe.”

Halion

Tamrielic Artifacts
15
Goldbrand The cowl is inscribed with the phrase “Shadow hide [y]ou”
written in the Daedric Alphabet, though as is common in the
The Goldbrand is an ancient artifact, which takes the form of
a golden katana. It was created by the dragons of the North. daedric alphabet, the letter Yahkem (Y) is omitted from the
According to the legends of thieves, it was given to a great knight inscription. The phrase is also used as a code between thieves,
who was sworn to protect the dragons. It contains the power either as a form of praise to Nocturnal or a literal expression
of the Daedric Prince Boethiah, and burns those that it strikes. of hope. The Office of the Unseeing Eye, a section of the Cult
of the Ancestor Moth, expressed a desire to find the cowl in
In 3E 427, the Nerevarine discovered the sunken shrine to order to see if the curse does exist, and research further on how
Boethiah beneath the waves, west of the small village of Hla Oad to remove it.
in the Bitter Coast region of Vvardenfell. The Daedra was upset
that his shrine had been allowed to remain in ruins, and ordered After having been stolen by Emer Dareloth, the cursed cowl was
the Nerevarine to erect a new shrine in return for the Goldbrand. handed down from one guildmaster to the next in the Cyrodiil
The Nerevarine funded an orc sculptor to create the shrine at branch of the Thieves Guild. This forced the guildmasters to
Khartag Point, a landmark northwest of Gnaar Mok. When the work under the persona of the Gray Fox. Thought to be a
statue was complete, Boethiah rewarded the Nerevarine with myth by most members of the public, the identity of the Gray
the Goldbrand, which was later rumored to have transformed Fox came about over the course of three hundred years, as
into Eltonbrand. In 3E 433, the Champion of Cyrodiil visited the guildmasters lost their individual identities and became
Attribution’s Share and partook in Boethiah’s Tournament of known only as the bearer of the Cowl. Legends propagated
Ten Bloods. After defeating all nine of the Daedra’s Chosen in around the mysterious master thief, who was thought to possess
mortal combat, Boethiah declared the Champion as his Chosen immortality and supernatural thieving abilities. He was viewed
One, gifting the Goldbrand as a boon. as a hero by the beggars and the lower classes of Cyrodiil, but
he was hated by the nobility and the Imperial Watch. The curse
In 4E 175, Goldbrand was supposedly wielded by Emperor was broken in 3E 433, when Count Corvus Umbranox, the
Titus Mede II in the Battle of the Red Ring against the Aldmeri contemporary Gray Fox, organized the theft of an Elder Scroll
Dominion. from the Imperial Library in the Imperial Palace. Umbranox
used the Scroll to rewrite history and remove Nocturnal’s curse.
Even without the curse, the Cowl still had the ability to cloak
Goldbrand the true identity of the wearer, and it was still identified with
Damage 1d6+4 (1d8+4) the infamous Gray Fox. By 4E 201, the Gray Fox remains a
Hand 1.5 revered character among thieves.
Range 2m
The Cowl is a simple enchanted leather cowl. When wearing
Qualities Slashing, Magic, Proven, the Cowl, the character becomes the Gray Fox. They will not
Enchanted (Strike: Fire 8)* be associated with anything the Gray Fox does, even if they
ENC 3 were to remove the cowl in front of someone. The Gray Fox is
a master thief, and characters who use the Cowl truly become
*Deals 8 bonus Fire damage on Strike the Fox. This could mean an entirely new character sheet, or
simply bonuses to existing skills, depending on how the GM
wants to handle it.
Grey Cowl of Nocturnal
The Gray Cowl of Nocturnal is a daedric artifact that once
belonged to Nocturnal. It takes the form of a dark leather cowl,
which obscures the face of the wearer. Nocturnal is revered as Helm of Oreyn Bearclaw
a god by thieves across Tamriel. Her reputation as the Mistress The Helm of Oreyn Bearclaw is a prized artifact which once
of Shadows has sometimes led thieves to attempt to steal an belonged to the legendary Valenwood hunter, Oreyn Bearclaw.
item from her to prove their greatness. As Nocturnal is usually Although legends claim that Bearclaw performed many great
depicted wearing a cloak and a cowl, it is around these two items deeds, these were falsely credited and were actually performed
that legends have arisen. The story of the theft of Nocturnal’s by his friend, an orc named Kharag gro-Khar. After Bearclaw’s
cloak is probably fiction, as is at least one story of the theft of demise, caused by the Knahaten Flu, his helm stood as a monument
the cowl, but the cowl is known to have left her possession. It of his stature, although it was eventually lost after his
appears to have been stolen by a thief named Emer Dareloth, clan split. The helm itself is an enchanted skull.
the first guildmaster of the Thieves Guild, although a curse
bestowed upon the cowl by Nocturnal meant that the name of In 3E 427, Malacath sent the Nerevarine to end Bearclaw’s
cowl’s owner is lost to mortal memory. “Whosoever wears it shall bloodline and undeserved fame. The supposed last descendant
be lost in the shadows. His true nature shall be unknown to all of the false elven hero was Farvyn Oreyn. Farvyn knew of his
who meet him. His identity shall be struck from all records and ancestor’s falsehood, and sought to perform heroic deeds to
histories. Memory will hide in the shadows, refusing to record justify his own fame. With his death, Malacath believed the
the name of the owner to any who meet him. He shall be known family line to have ended and rewarded the Nerevarine with the
by the cowl and only by the cowl.” This curse was broken when helm. The Nerevarine then sold the helm to Torasa Aram, who
history was rewritten through the use of an Elder Scroll. put it on public display in the Mournhold Museum of Artifacts.

Tamrielic Artifacts
16
Sometime after the events of 3E 427, the helm was brought from Trueflame
Morrowind to Cyrodiil and given to Modryn Oreyn, another The weapon is an ebony sabre surrounded by a constant red flame.
descendant of Bearclaw who was unknown to Malacath. Modryn The Nerevarine rebuilt this weapon after it was destroyed and used
was the second-in-command of the Cyrodilic branch of the it to confront Almalexia in the Clockwork City.
Fighters Guild. In 3E 433, after the Blackwood Company almost
ruined the guild, Modryn gave the helm to the new Master Trueflame
of the Fighters Guild, who replaced Vilena Donton. Modryn
hoped that the new Master would restore the Oreyn name to Damage 1d10+4
glory by wearing the helm of his ancestor. Hand 1
Range 2m
Weapon Helm of Oreyn Bearclaw Qualities Slashing, Dueling Weapon, Magic, Proven
Type Partial Bone Enchanted (Strike: Fire 6)*
AR 2 ENC 2
Magic AR 0
*Deals 5 bonus Fire damage on Strike
Qualities Light, Magic
Enchanted (Constant: Fortify Endurance 15)*
Enchanted (Constant: Fortify Agility 15)* King Orgnum’s Coffer
ENC 2 King Orgnum’s Coffer is a small-sized chest, ordinary in appearance.
It is remarkably light, almost weightless, which offers a clue to its
*Increases Endurance score by 15 while worn true magic. Once a day, the Coffer will create gold
*Increases Agility score by 15 while worn from naught. When King Orgnum himself possessed the Coffer,
the supply within was limitless. Those who have found it since
report that the Coffer eventually disappears after having dispersed
King Dumac’s Wedding Gifts enough gold to shame even the wealthiest of merchants.
A pair of dwemer artifacts commissioned by King Dumac as Where and why it vanishes is still a mystery. It was last seen in
wedding day gifts presented to Almalexia and Nerevar. the hands of the Eternal Champion.

Hopesfire Once a day when the chest is opened it will contain gold worth
The weapon is an ebony sabre surrounded by a constant blue flame. 10d100 drakes. If these are not removed at once, they will vanish
The Nerevarine reportedly obtained the weapon after confronting at some point before the chest is opened again (or if the chest is
Almalexia in the Clockwork City. left open too long).

Hopesfire Lord’s Mail


Damage 1d10+4 The Lord’s Mail (also called the Armor of Morihaus or the
Hand 1 Gift of Kynareth) is an artifact given to mortals by Kynareth,
one of the Eight Divines. It is an ancient plated mithril cuirass
Range 2m of unsurpassable quality, considered to be heavy armor. It
Qualities Slashing, Dueling Weapon, Magic, Proven grants the wearer power to absorb or regenerate health, resist
Enchanted (Strike: Shock 6)* the effects of spells, and cure poison. It is said that whenever
ENC 2 Kynareth deigns the wearer unworthy, the Lord’s Mail will be
taken away and hidden for the next chosen one. The Mail was
*Deals 5 bonus Shock damage on Strike originally owned during the Merethic Era by the bull Morihaus,
a demi-god and early cultural hero of the Cyro-Nordics who
was closely associated with Kynareth. The cuirass is sacred to
the Imperial Legion and the Imperial Cult, and is accepted as
uniform in the Legion.

The cuirass was uncovered by the Eternal Champion during


the Imperial Simulacrum in either Skyrim or Black Marsh
(accounts vary). In the events leading up to the Warp in the
West, a clue to the artifact’s location was discovered by a witch
living in the Iliac Bay region. In return for kidnapping the
witch’s great-granddaughter to become the witch’s successor,
she revealed the clue to a questing member of a knightly order,
who retrieved it from the dungeon where it lay.

Tamrielic Artifacts
17
Later in the Third Era, the Mail came into the possession of the wreaking the havoc and terror he was created for.
Imperial Legion. It was stored in a shrine in Castle Ebonheart, During the Oblivion Crisis, Molag Bal spread corruption by
the seat of Imperial authority on Vvardenfell. In 3E 427, the having a follower incite a local pacifist to murder; again, the
cuirass was stolen by Furius Acilius, a member of the Legion, mace was given as a reward. During the Stormcloak Rebellion in
who then deserted and fled into the underground cave network Skyrim, Molag Bal presented the mace to the Last Dragonborn
beneath Ebonheart. A Knight Protector of the Legion recovered for helping Molag Bal capture the soul of a priest of Boethiah.
the cuirass and gave it to Varus Vantinius, the Knight of the
Imperial Dragon on Vvardenfell. The Knight Protector later Mace of Molag Bal
challenged Vantinius for the title of Knight of the Imperial
Damage 1d8+4
Dragon; the two dueled in the arena in Vivec City, and Vantinius
was slain. Hand 1
Range 2m
Weapon Lord’s Mail Qualities Crushing, Unwieldy, Concussive, Magic, Proven,
Type Full Mithril Enchanted (Strike: Fatigue -10)*
Enchanted (Strike: Absorb Magicka 4)*
AR 8
ENC 2
Magic AR 8
Qualities Heavy, Magic *Target character an Endurance test with a -10 modifier or lose 1
Enchanted (Constant: Resistance to Magic 4)* SP.
Bull’s Endurance *Target character must make a Willpower test or lose 4 magicka,
ENC 4 the wielder regenerates MP equal to the magicka lost.

Bull’s Endurance: Wearer regenerates 1 HP at the beginning of


each round. Masque of Clavicus Vile
*Gain the Resistance (Magic, 4) trait while worn Ever the vain one, Clavicus Vile made a masque suited to his
own personality. The bearer of the Masque is more likely to get
a positive response from the people of Tamriel. The best known
Mace of Aevar Stone-Singer story of the Masque tells the tale of Avalea, a noblewoman
The Mace of Aevar Stone-Singer is a prized Skaal artifact. of some renown. As a young girl, she was grossly disfigured
According to legend, the hero used the mace to amplify the Song by a spiteful servant. Avalea made a dark deal with Clavicus
of the Earth, returning the Gift of the Earth and making the land Vile and received the Masque in return. Though the Masque
rich again for the Skaal. It is awarded to anyone who completes the did not change her looks, suddenly she had the respect and
Ritual of the Gifts, a sort of pilgrimage around Solstheim practiced admiration of everyone. A year and a day after her marriage to
by the Skaal. Though a magnificent and lethal stalhrim weapon a well connected baron, Clavicus Vile reclaimed the Masque.
which inflicts frost damage on foes, the mace is also extraordinarily Although pregnant with his child, Avalea was banished from
heavy. In 3E 427, the Nerevarine completed the ritual and became the Baron’s household. Twenty one years and one day later,
the only known outsider to have received the mace from the Skaal. Avalea’s daughter claimed her vengeance by slaying the Baron.

Mace of Aevar Stone-Singer Weapon Masque of Clavicus Vile


Damage 2d6+3 Type Partial Iron
Hand 1 AR 5
Range 2m Magic AR 0
Qualities Crushing, Unwieldy, Concussive, Magic, Proven, Qualities Light, Magic
Enchanted (Strike: Frost 4)* Enchanted (Constant: Fortify Personality 30)*
ENC 3 ENC 3

*Deals 4 bonus Frost damage on Strike *Increases Personality score by 30 while worn

Mace of Molag Bal


The Mace of Molag Bal drains its victims of magicka and gives it Oh, fine. Have my boon and be done with it. I’ve got more
to the bearer. It also has the ability to transfer an enemy’s strength interesting deals to make, anyway.
to its wielder. Molag Bal has been quite free with his artifact. There
are many legends about the Mace. It seems to be a favorite for
vanquishing wizards. In the events leading up to the Warp in the Clavicus Vile
West, an agent of the Blades received the Mace of Molag Bal in
exchange for eliminating a heretic mage. In 3E 427, the mace was
also awarded to a supplicant who dispatched a lazy minion for not
Tamrielic Artifacts
18
Mehrunes Razor
Mehrunes Razor , also called the Dagger of the Final Wounds, the Mehrunes Razor
Bane of the Righteous and the Kingslayer, is a Daedric artifact Damage 1d4+4
created by the Daedric Prince Mehrunes Dagon. This powerful
Hand 1
ebony dagger has the ability to kill instantly.
Range 2m
The Dark Brotherhood was once decimated by a vicious internal Qualities Slashing, Exploit Weakness, Thrown (5/10/15),
power struggle, and it is suspected that the Razor was involved. Small, Magic, Proven, Dagon’s Domination
Around the time of the Warp in the West, an unknown agent ENC 1
of the Blades was given the weapon by Dagon for slaying a
rebellious frost atronach. Dagon’s Domination: Every time this weapon inflicts damage on
a target roll a d10, on a roll of a 1 that target is killed instantly.
It is said that the Telvanni master of Sadrith Mora, Neloth,
was once in possession of the blade and used it to inspire his
troops in battle against the rival Telvanni master of Tel Aruhn, Mentor’s Ring
Gothren, before it was stolen by a troupe of acrobats whom he The Mentor’s Ring is a prized possession for any apprentice to
had wronged. The troupe used the dagger for a time in their magic. It lends the wearer the ability to increase their intelligence
acts, Master Mearvis in particular using it to turn marshmerrow and wisdom, thus making their use of magic more efficient. The
reeds into papyrus. In 3E 427, the Nerevarine recovered the High Wizard Carni Asron is said to be the creator of the Ring.
razor from Alas Ancestral Tomb, where it lay disused and rusted It was a construct for his young apprentices while studying
by the corpse of Varner Hleras. In return, Dagon imbued the under his guidance. After Asron’s death, the Ring and several
razor with his power and returned it to its former glory. other possessions vanished and have been circulated throughout
Tamriel.
In 3E 433, a rogue Telvanni Arch-Mage named Frathen Drothan
assembled an army of mercenaries and searched for the razor While worn, the Mentor’s Ring increases the character’s
in Sundercliff Watch, an abandoned Imperial outpost and Willpower and Intelligence scores by 10.
iron mine. It was rumored that the entrance to the ancient
Ayleid city of Varsa Baalim had been uncovered, and with it the
Nefarivigum. This was an evil construct of Mehrunes Dagon, Necromancer’s Amulet
created to test pilgrims seeking the razor. Msirae Faythung, a The Necromancer’s Amulet (also known as the Necromancer
previous champion of Dagon’s, stood guard over the Razor after Amulet) is a legendary artifact created by Mannimarco. In
having failed the Prince. As punishment, the Kyn cut open his appearance it is an exquisite amulet, often with a skull emblazoned
chest to reveal his heart and cursed him to stand statue-like in upon it. In the past it has granted the wearer magical
the Nefarivigum for eternity. Drothan decrypted the runes in protection equivalent to plate armor, as well as the ability to
the Nefarivigum, which summoned the razor, but before he regenerate from injury, resist mundane weapons and absorb
could recover it the Champion of Cyrodiil defeated him and magicka. Some wearers become wise beyond their years and
claimed the dagger. far more capable in the School of Conjuration. This comes at a
price, as the amulet can drain the wearer’s strength, endurance,
After the Oblivion Crisis, a group devoted to eradicating the health and stamina. The artifact is popular among both thieves
Mythic Dawn from Tamriel stumbled upon the razor. They and mages. The amulet is unstable in this world, and is forever
broke the razor into pieces and divided them between the three doomed to fade in and out of existence, reappearing at locations
most senior members of their order, pledging to keep the pieces distant from that of its disappearance.
safe. They renamed themselves “The Keepers of the Razor” in
honor of their new role. The hilt, pommel, and blade shards of The amulet was uncovered by the Eternal Champion during the
the razor were passed down through the Keepers’ descendants, Imperial Simulacrum, in either High Rock or the Summerset
but the scabbard was not. Isles. In the events leading up to the Warp in the West, the
amulet was recovered from an ancient lich by a knightly order
In 4E 201, the Last Dragonborn was contacted by Silus Vesuius, in the Iliac Bay area. The amulet later fell into the hands of the
a Dagon enthusiast trying to establish a Mythic Dawn museum, Underking, who promised it as a reward for any who would
who had found the scabbard. He hired the Dragonborn to return the Totem of Tiber Septim to him. Due to the Warp in
collect the three missing pieces. the West, the fate of the amulet is unknown, although it may
have been given to an unknown agent of the Blades. By 3E 427,
The two journeyed to a shrine to Mehrunes Dagon to have the the amulet had come to be owned by Arch-Mage Trebonius
Razor repaired. Dagon demanded the life of Silus Vesuius in Artorius of the Vvardenfell branch of the Mages Guild. It was
return. Vesuius offered the Dragonborn gold to ignore Dagon’s later claimed by the Nerevarine, although the circumstances
request, wanting to add the shattered pieces to his museum if he as to how Artorius lost it are contradictory, ranging from the
couldn’t have the restored artifact. It is unknown whether the death of all the Telvanni councilors to the Nerevarine dueling
Dragonborn accepted his offer or killed Vesuius and claimed for the title of Arch-Mage.
the dagger.

Tamrielic Artifacts
19
By 3E 433, the amulet had been transported to the Arcane opened by those of Dwarven blood. A follower of Hermaeus
University in the Imperial City for safekeeping. With the return Mora, Septimus Signus, was manipulated by the god and tasked
of Mannimarco after his ascent to godhood, Caranya of the with opening the lockbox. Signus believed the lockbox contained
Council of Mages turned traitor and took the amulet and her the Heart of Lorkhan. Signus was told by Mora that he would
supporters to the abandoned Fort Ontus, where she intended need the knowledge of an Elder Scroll to divine the way to
to return the amulet to its creator, making Mannimarco nigh open the lockbox. Signus was an expert on Elder Scrolls, and
unstoppable. The Champion of Cyrodiil uncovered Caranya’s when the Last Dragonborn came looking for one in 4E 201,
treachery and killed her, returning the amulet to Arch-Mage Signus pointed them towards Blackreach. The Last Dragonborn
Hannibal Traven. By 4E 201, long after the dissolution of found the Elder Scroll within the Tower of Mzark, taking it and
the Mages Guild, the amulet had been discovered by Calixto inscribing its knowledge onto a blank Dwemer lexicon. Signus
Corrium of Windhelm after he had been driven to madness at used the knowledge to discover how to open the lockbox. As
the death of his sister Lucilla. Attempting to bring her back to the Dwemer were all but extinct, Signus theorized that he could
life, Calixto turned to necromancy and believed the amulet to inject himself with the blood of all surviving elves to trick the
be a Wheelstone. The amulet was found by the Dragonborn, lock. Mora then appeared to the Dragonborn in the form of a
who was investigating a string of murders in the city, attributed Wretched Abyss and revealed that Signus was no longer of use
to a serial killer called “the Butcher”. The Butcher was none to him. Signus succeeded in opening the lock, only to discover
other than Calixto, who was eventually discovered and brought that it contained the Oghma Infinium. He was turned to dust
to justice. attempting to read it. The Last Dragonborn took the tome and
was contacted by Mora, who was pleased that his knowledge
While worn, the Necromancer’s Amulet increases the character’s would again be put to use.
Intelligence score by 25, increases AR by 5, and decreases Strength
and Endurance scores by 10. The Oghma Infinium is a book that, when read, improves the
character who read it. Choose two characteristics and increase
those characteristics by five. Distribute eight skill ranks across the
Oghma Infinium character’s skills (capped at the maximum possible rank).
The Oghma Infinium is an ancient tome of knowledge, and
an artifact of great power. It was written by Xarxes, the scribe
of Auri-El, who had been granted the knowledge within by Ring of Khajiiti
Hermaeus Mora. The name of the tome comes from Oghma, the The Ring of the Khajiiti is an ancient relic, hundreds of years
wife of Xarxes, whom he created from his favorite moments in older than Rajhin, the thief who made the Ring famous. It
history. The knowledge within the tome grants the reader access was Rajhin who used the Ring’s powers to make himself as
to the artifact’s energy, which can be manipulated to achieve near invisible, silent, and quick as a breath of wind. Using the Ring he
demi-god abilities. The Paths of Steel, Shadow and Spirit are became the most successful burglar in Elsweyr’s history. Rajhin’s
the three main sections of the tome. Once the Oghma Infinium eventual fate is a mystery, but according to legend, the Ring
is used, it disappears from its owner’s possession. Through the rebelled against such constant use and disappeared, leaving
reading of Black Books, individuals can obtain much more Rajhin helpless before his enemies.
power than that gained from the Oghma Infinium alone.
While worn, the Ring of Khajiiti increases the character’s Agility
The tome was uncovered during the Imperial Simulacrum by score by 10, and the wearer gains the Invisible condition.
the Eternal Champion, although conflicting reports place its
discovery in either Skyrim or Elsweyr. Just before the events
of the Warp in the West, an unknown agent of the Blades in Ring of Namira
the Iliac Bay area was sent by Hermaeus Mora to assassinate a Namira is aligned with the darker side of nature, as is her ring.
noble who had displeased the Prince. In return, Mora promised While the ring is being worn, any damage the bearer takes is
the Oghma Infinium, which was in the possession of one of his suffered by the attacker as well.
worshippers. The agent succeeded, and the tome passed hands.
In 3E 433, Mora again offered the tome as a reward, this time In 3E 405 the Agent of the Empire was awarded the ring by
to the Champion of Cyrodiil. Mora summoned the Champion Namira in return for killing a vampire ancient that had fallen out
to his shrine in the Jerall Mountains, on the border with Skyrim, of favor with the Prince. In 3E 433 the Champion of Cyrodiil
after seeing how capable the Champion was with dealing with was tasked by Namira to kill a group of priests of Arkay who
the other Daedric Princes. Mora had the Champion collect souls were attempting to convert her followers in the ancient Ayleid
from the ten main races of Tamriel, which were needed by his ruin of Anga; once the task was complete Namira awarded the
followers to perform a divination. The Champion succeeded champion her ring. In 4E 201 the Last Dragonborn was awarded
and was given the tome. the ring for bringing a priest of Arkay to Namira’s shrine in
Reachcliff Cave, then killing and eating him.
Sometime after the events of the Third Era, the tome was sealed
inside an ancient Dwemer lockbox so that no more of its dangerous Any damage dealt to the character wearing the ring is also dealt to
knowledge could be shared with mortals. This displeased the character who inflicted it (This bypasses all AR and DR.) This
Hermaeus Mora. The lockbox, located in a small cave out on damage cannot cause wounds. Any wounds dealt to the character
the ice sheets off the coast of northeast Skyrim, could only be wearing the ring are also dealt to the character who inflicted it.

Tamrielic Artifacts
20
Ring of Phynaster Sanguine Rose
The Ring of Phynaster was made hundreds of years ago by a Damage 1d6 (1d8)
person who needed good defenses to survive his adventurous
Hand 1.5
life. Thanks to the Ring, Phynaster lived for hundreds of years,
and since then it has passed from person to person. The ring Range 2m
improves its wearer’s overall resistance to magic and poison Qualities Concussive, Sanguine’s Servant
damage. Still, Phynaster was cunning and said to have cursed ENC 2
the Ring. It eventually disappears from its holder’s possessions
and returns to another resting place, uncontent to stay anywhere Sanguine’s Servant (Cast): Summons a random Daedra with SL
but with Phynaster himself. 3 or lower (the daedra’s Mindlock score is replaced with 0) that
persists for ten minutes (or until killed). This Daedra is hostile
While worn, the Ring of Phynaster gives the wearer the Resistance to every being except the character who summoned it, but does
(Magic, 3) and Resistance (Poison, 3) traits. not obey that character’s commands. Only one Daedra may be
summoned this way at any given time, and this ability may not
Sanguine Rose be used again until the currently summoned Daedra is gone. This
staff only has 5 uses, as each use wilts a rose petal.
The Sanguine Rose (sometimes spelled Sanguine’s Rose) is a
Daedric artifact created by the Daedric Prince Sanguine. It can
take on many forms, including that of an actual rose, a wooden
stave carved like a rose and a staff-sized rose. It can be used to
Savior’s Hide
Another of Hircine’s artifacts was the Cuirass of the Savior’s Hide.
summon a lesser daedra, who will attack all except the holder. The The Cuirass has the special ability to resist magicka. Legend has it
daedra is uncontrollable, unlike those summoned by conjuration, that Hircine rewarded his peeled hide to the first and only mortal to
but similar to conjured creatures it is only bound to the mortal have ever escaped his hunting grounds. This unknown mortal had
plane temporarily. Each time the Rose is used it wilts a little, and the hide tailored into this magical Cuirass for his future adventures.
when all the petals fall off, it loses its power. Somewhere in Oblivion The Savior’s Hide has a tendency to travel from hero to hero as
a new rose blooms and is plucked by Sanguine to be given to though it has a mind of its own.
another champion.

Just before the events of the Warp in the West, an unknown Weapon Savior’s Hide
agent of the Blades was sent by Sanguine to kill a monk who had Type Partial Leather
slain his worshippers. Sanguine promised the Rose as a reward, AR 4
despite the fact that it had been set aside for his favored disciples.
Magic AR 1
The agent accomplished the task, and was given the Rose by a
worshipper of the Prince. Sometime after these events, a group Qualities Light, Magic
of apprentices from the Mages Guild who had turned to Daedric Enchanted (Constant: Resistance to Magic 7)*
magic came into the possession of the Rose. The young Martin ENC 4
Septim was a part of this group and possessed the Rose for a time.
The group’s dabblings in Daedric magic soon turned dangerous, *Gain the Resistance (Magic, 7) trait while worn.
and many of them died, although the circumstances are not
understood. This caused Martin to turn away from Sanguine
and become a priest, losing the Rose in the process. In 3E 433,
Sanguine offered the Rose to the Champion of Cyrodiil in
return for disrupting a formal dinner hosted by Countess Alessia
Caro of Leyawiin. The Champion infiltrated the party and cast
a spell supplied by the Prince, which stripped all attending of
their clothing, including the Champion. Sanguine was pleased
and rewarded the Champion with the Rose.

In 4E 201, Sanguine manifested himself as a Breton man named


Sam Guevenne. For his own amusement, he challenged the Last
Dragonborn to a drinking competition in a tavern in Skyrim,
after which the two drunkenly explored the province on a quest
to repair the Rose. The Dragonborn couldn’t remember the events
the next day, and traced their steps across Skyrim, collecting the
items necessary to repair this promised staff. The Dragonborn
eventually caught up with Sam, who revealed his true identity and
told the Dragonborn that the items weren’t needed and it was more
for Sanguine’s fun than anything else. The Prince then gave the
Dragonborn his Rose as a prize for amusing him.

Tamrielic Artifacts
21
Scourge possibilities. Its normal function is to unlock and hold open the
Scourge (also known as the Daedric Scourge or Scourge, Blessed
of Malacath) is a legendary Daedric artifact. It was forged from Ebonmere, a portal to Nocturnal’s realm, Evergloam, located in
sacred ebony in the Fires of Fickledire, and is associated with the Twilight Sepulcher of Skyrim. The Nightingales are tasked
Malacath. It is a fierce weapon, and takes the form of a steel or with guarding the Sepulcher and retrieving it should it be stolen.
ebony mace. Malacath dedicated it to mortals, and any daedra Unfortunately, the Prince is said to allow the Skeleton Key to
who attempts to invoke its power will be banished to the Void. It be stolen or lost constantly, whether by purpose or apathy.
is the bane of the Dark Kin, and has the ability to banish daedra
to the Void with a single blow. It also has the power to conjure The Skeleton Key was uncovered during the Imperial Simulacrum
daedra from Oblivion to do the wielder’s bidding; specifically, by the Eternal Champion in either Valenwood or Summerset
Dremora and Scamps can be summoned. It has been described Isles (reports vary). In the events leading up to the Warp in the
as a “bold defender of the friendless”, which can be related to West, an unknown agent of the Blades was tasked by Nocturnal
Malacath’s role as the Daedric Prince of Outcasts. to kill a mage in his stronghold. The agent was then gifted the
Key by a worshipper of the Prince. The Key later came into the
Scourge was once used by Mackkan, who banished many of possession of Gentleman Jim Stacey, leader of the Thieves Guild
Mehrunes Dagon’s minions with it. The mace eventually came in Vvardenfell. The Key was passed on to the Nerevarine in 3E
into the possession of the Third Empire. It was hung in the 427, although how Stacey came to lose it is unclear.
armory of the Battlespire, and used in the name of the Emperor Circa 3E 433. an artifact known as the Eye of Nocturnal was
by the Shadow Legion against the Daedric Lords. In the aftermath stolen from Nocturnal’s shrine in Cyrodiil’s Blackwood region.
of Dagon’s invasion of the Battlespire during the Imperial Nocturnal tasked the Champion of Cyrodiil with recovering it.
Simulacrum, the hidden mace was recovered from the Caitiff The thieves, an Argonian couple in Leyawiin, hid it in a flooded
section of the Battlespire by a battlemage apprentice and used cave in Topal Bay. The Champion returned it to Nocturnal and
to help fight back against the retreating Daedric forces. Scourge was rewarded with the Skeleton Key. Some time before 4E 201,
survived the ensuing destruction of the Battlespire, and was the Key was stolen from the Twilight Sepulcher by Mercer Frey,
returned to Tamriel. It now wanders the land with adventurers. a corrupt Nightingale. Its long-term loss resulted in a decline of
The mace once came into the possession of Divayth Fyr, who the Skyrim branch of the Thieves Guild due to bad luck without
kept it in Tel Fyr, a Telvanni wizard tower in Morrowind’s Nocturnal’s influence. The guild’s influence declined until their
Zafirbel Bay. The Nerevarine supposedly liberated the weapon only presence was in the Ratways beneath Riften. Mercer used
from Fyr’s collection in 3E 427. the Key to bring himself luck, but he was eventually confronted
by the Nightingales beneath the Great Statue of Irkngthand.
Mercer was killed, and the Last Dragonborn brought the Key
Scourge back to the Sepulcher, reopening the Ebonmere.
Damage 1d8+4
Hand 1 The Skeleton Key is a lockpick that automatically allows the user
to pass Subterfuge skill tests made to pick non-magical locks.
Range 2m
Qualities Crushing, Unwieldy, Concussive, Magic, Proven,
Daedric Banishment
ENC 2

Daedric Banishment: If this weapon inflicts damage on a SL 3


or lower Daedra then that Daedra must make a Willpower test at
a -20 penalty or be instantly banished to the Void. Daedra slain
with this weapon by the current wielder can be summoned again
at any point through the use of the Cast Magic action: they persist
for ten minutes and have the Mindlock 0 and Bound trait.

Skeleton Key
The Skeleton Key (also called the Skeleton’s Key) is a Daedric
artifact created by the Daedric Prince Nocturnal. In appearance
it doesn’t always take the form of a skeleton key, and sometimes
manifests as a lockpick instead. In its key form, it can be used
to unlock any lock. The two limitations placed on the Key by
wizards who sought to protect their storehouses were that the
Key could only be used once a day and it would never be the
property of one thief for too long, eventually disappearing.
As a lockpick, it is nigh unbreakable and can get past even
the toughest locks. The artifact acts a tool for “unlocking” all
things, including portals, hidden potential, and other unknown
Tamrielic Artifacts
22
Skull of Corruption Spear of Bitter Mercy
The Skull of Corruption is Vaermina’s signature artifact. It is an The Spear of Bitter Mercy is one of the more mysterious artifacts
incredible staff that creates a duplicate, or “clone”, of whomever in Tamrielic lore. Little to nothing is known about the Spear,
it is cast upon. This clone then attacks the original at the behest but it is believed to be of Daedric origin.
of the caster. Legends say that the staff has a mind of its own,
and can feed on the memories of those around it. According to Reachmen myth, the Daedric Prince Hircine
The Hero of Daggerfall received the Skull from Vaermina as a was said to wield the Spear when he took on the aspect of
reward for killing an “innocent” lich. The Champion of Cyrodiil Alrabeg the Hunter. Other legends speak of a Nord hunter
was also offered the Skull in return for venturing into a tower named Thane Icehammer, who unknowingly killed several
that manifested the nightmares of a man who stole Vaermina’s were-creatures while on a hunt. Angered by this, Hircine thrust
orb. The Last Dragonborn of Skyrim is given the option to the Spear into Icehammer’s side, where upon the tip broke off
claim the Skull as a reward for stopping a priest of Mara from and remained lodged inside him. Slowly, the magic of Hircine’s
destroying it. Spear corrupted Icehammer’s mind and he became bitter and
angry. This eventually resulted in him murdering an acolyte of
There is a story about the Thieves Guild Master and the skull Kyne in a fit of rage, and fleeing to an ancient burial vault near
that is probably fiction, but highly amusing. The Master used Cragwallow, where upon he was sealed within as punishment.
the skull on her enemy, creating a clone of him to fight. After
defeating the original, the clever duplicate snatched the Skull Over time, the Spear resurfaced and according to some legends
from the Master and used it on her. Although the cloned enemy it was used by a mighty hero during the fall of the Battlespire.
could not directly attack the Master, it could use the Skull to The hero was aided by the Spear in the defeat of Mehrunes
create a duplicate Master. The two clones jointly ruled the Dagon and the recapturing of the Battlespire. Since that time,
Thieves Guild for years. the Spear of Bitter Mercy has made few appearances within
Tamriel. It was last reported to be in the hands of the Nerevarine,
Skull of Corruption who received it as a reward from Sheogorath in 3E 427. The
Nerevarine sold it to Torasa Aram, who put it on display in the
Damage 1d6+1 (1d8+1)
Mournhold Museum of Artifacts.
Hand 1.5
Range 2m Spear of Bitter Mercy
Qualities Concussive, Magic, Duplication Damage 1d6+4 (1d8+4)
ENC 2 Hand 1.5
Range 2m
Duplication (Cast): Target being within 50 meters must make an
opposed Willpower test against the source character. On failure Qualities Impaling, Unwieldy, Magic, Proven, Hunter’s Hide
a doppelganger appears within 5 meters of them: it retains every ENC 3
feature of the target but is a slave to the will of the staff ’s wielder
and loses any Luck it may have. It is always hostile to the target. A Hunter’s Hide: When struck by a spell or another source of magic
given character may use the staff create and command a number components, such as by an enchanted weapon, roll 1d10, on 4 or
of doppelgangers equal to his Willpower bonus (though never lower the magical effects are negated.
more than one for a given target). Any beyond this are out of his
control, and are hostile to everyone.

Tamrielic Artifacts
23
Spellbreaker Staff of Chaos
Spellbreaker is an artifact attributed to the Daedric Prince The Staff of Chaos (sometimes called the Staff of Unity and
Peryite. Superficially a Dwarven tower shield, it is one of the Chaos) is an ancient relic of untold power. The staff, also called
most ancient relics in Tamriel. The shield not only protects its Balac-thurm, was created by Loreth, a pupil of the hermetic
wielder from physical damage, but also from magical attacks, enchanter Dalak. Loreth created the staff, sometime after 1E 480,
by reflecting magicks, dispelling curses, or silencing any mage based on his own findings and skills. Having been forged from
about to cast a spell. It is said that the shield still searches for the essence of the very Land itself, it is nigh-indestructible. It
its original owner. has the power to open gateways into other worlds and is capable
of obliterating the entire corporeal form of a living creature.
It played an important role in the historic Battle of Rourken-
Shalidor. The shield was uncovered by the Eternal Champion The staff played a central role in the Imperial Simulacrum. In 3E
during the Imperial Simulacrum, in either Hammerfell or 389, the Imperial Battlemage to Uriel Septim VII, Jagar Tharn,
Valenwood (reports vary). In the events leading up to the Warp who had stolen the staff from beneath the city of Mournhold,
in the West, an agent of the Blades contacted Peryite in search used it to imprison the Emperor in the realm of Oblivion. He
of power. The agent reminded the Prince of a mortal from the then used it to destroy his apprentice, Ria Silmane in order to
First Era, and Peryite took a shine to the agent. He had the prevent the Elder Council from learning of his betrayal.
agent slay a Vampire Ancient who had displeased him, and in
return he gave the Spellbreaker to the agent. To solidify his grasp over Tamriel and ensure nobody had a
chance to rescue the true Emperor, Tharn knew he had to
Mastrius, a Dunmer vampire who had been imprisoned for dispose of the staff. Unable to destroy it, he did the next best
centuries in the Salvel Ancestral Tomb near the Red Mountain thing, splitting it into eight fragments and hiding each piece
of Vvardenfell by Azura, required the Spellbreaker to break within the most forgotten and dangerous places throughout
the curse keeping him in his prison. In 3E 427, the weakened the provinces.
Mastrius was discovered by a fellow vampire who agreed to help
free him. The Spellbreaker was found in the Dwemer ruin of In the event the staff were reacquired, Tharn planned ahead. He
Bthuand, near the skeleton of its previous owner who had died drained the staff of all its magical potential, placing it within
in a cave-in. Mastrius used the shield as a conduit for his spell the Jewel of Fire. If one were to relocate the staff and reassemble
and broke Azura’s curse, returning to full strength. He then it, they would find it to be utterly useless.
betrayed his fellow vampire and was slain; his accomplice then
claimed the Spellbreaker. When the Eternal Champion reunited the eight pieces of the staff
and linked it to the Jewel of Fire, the Staff ’s energy was released
In 3E 433, worshippers of Peryite in Cyrodiil attempted to in a powerful surge of energy; culminating in the destruction
become closer to the Prince by performing a risky ritual which of the Battlemage, and the release of Uriel Septim VII from his
resulted in trapping their souls in Peryite’s realm of Oblivion, the otherworldly prison. Since then it has been lost to time.
Pits. The Champion of Cyrodiil found the frozen bodies of the
worshippers around Peryite’s shrine by the Silverfish River. The Staff of Chaos
Prince spoke with the Champion, and requested that they enter
Damage 1d6+1 (1d8+1)
Oblivion and retrieve his worshippers’ souls. The Champion
obliged, and was rewarded with the Spellbreaker. In 4E 201, Hand 1.5
the Last Dragonborn summoned Peryite and was tasked with Range 2m
killing the Bosmer Orchendor, a monk of Peryite who had Qualities Concussive, Magic, Obliterate, Dimensional Door
rebelled against the Prince. He dwelled in the Dwemer ruin
of Bthardamz in Skyrim, along with many Bretons from High ENC 2
Rock who had been cursed by Peryite with a terrible plague.
The Dragonborn infiltrated the ruins, defeating Orchendor Obliterate (Cast): Target being within 50 meters must make an
and sending his soul to the Pits. Peryite rewarded him with opposed Willpower test against the source character. On failure
the Spellbreaker. their body is utterly and completely destroyed.

Dimensional Door (Cast): Opens a one-way gate to a Plane of


Weapon Spellbreaker Oblivion, a point on Nirn, or some other location or dimension
BR 10 chosen by the source character. The gate stays open for an hour, or
Magic BR 6 until the wielder of the staff passes through it.
Qualities Heavy, Tower, Magic, Anti-Magic Field
ENC 4
It is obvious, whoever you are, that you are a cunning and
Anti-Magic Field: No form of magic originating from a source worthy foe...
other than the bearer of the shield can affect the bearer. Spells/
Cast enchantments originating from the bearer of the shield cost Jagar Tharn
twice the usual magicka/soul energy.
Tamrielic Artifacts
24
Staff of Magnus
The Staff of Magnus is one of the elder artifacts of Tamriel. It Staff of Magnus
was created by Arch-Mage Magnus, the God of Magic who Damage 1d6+1 (1d8+1)
served Lorkhan in designing Mundus. It served Magnus as a
Hand 1.5
metaphysical battery, but remained behind when the god fled
Mundus in the Dawn Era. Since then, it has served mortals. In Range 2m
appearance it is a metallic staff, sometimes made of Daedric Qualities Concussive, Magic, Siphon Energy
Ebony, often with a sphere at the end of it. It has the ability ENC 2
to protect its bearer from magical attacks, restore the bearer’s
health, or allow the bearer to absorb spells. It can also be Siphon Energy (Cast): Target being within 50 meters must make
used offensively as a blunt weapon, and to absorb an enemy’s an opposed Willpower test against the source character. On failure
magicka, and eventually their life force. In time, the staff will they lose 3d6 magicka. If they have no magicka left, or if this
abandon its owner before he becomes too powerful and upsets amount would exceed their remaining magicka, they take shock
the mystical balance it is sworn to protect. The staff can be damage instead. Magicka lost or damage taken by the target is
used to manipulate the Eye of Magnus, although their true gained by the source character as magicka.
relationship is unknown.

The staff was uncovered by the Eternal Champion during the Umbra
Imperial Simulacrum in either Elsweyr or Valenwood (accounts The Umbra Sword (known also as Umbra) was a Daedric artifact
vary). Some time in the Third Era, the staff was taken from a designed with the sole purpose of the entrapment of souls. The
wizard by the Mages Guild. In death, the wizard’s spirit remained ancient witch Naenra Waerr created the sword at the request
bound to Nirn, until one of his descendants sent an adventurer of Clavicus Vile, who wanted the sword as a tool of mischief
to recover the staff from the Mages Guild. A fake copy of the which would send him souls from the mortal realm. Naenra
staff also appeared in the Iliac Bay before the events of the Warp created the sword, but it was unstable. Vile gave the witch a
in the West; it was created by a mage in an attempt to bribe an piece of his power to be imbued in the sword, which stabilised
agent of Nocturnal who has been sent to assassinate him. The the weapon. However, Naenra (sometimes accredited with being
fake staff functioned identically to the true artifact, but after Sheogorath in disguise) supposedly tricked him, as the piece
several days it crumbled to dust. By 3E 427, the staff had come of Vile’s power imbued in the sword became a sentient being
into the possession of Dreveni Hlaren, a Dunmer sorceress and which called itself Umbra. Naenra was executed for her evil
summoner. She dwelled in Assu, a cave on the slopes of Mount creation, but not before she hid the sword. The sword took on
Kand, on the island of Vvardenfell. The Mages Guild learned a life of its own, remaining hidden until a worthy wielder was
of the artifact’s location, and the Nerevarine was sent to slay found. Umbra would then slowly take control of the wielder.
Dreveni and claim the staff. The Umbra Sword had the ability to change shape, but it was
always in the form of a black bladed weapon.
In the Fourth Era, the staff appeared in the possession of an
undead Dragon Priest named Morokei, who had, relatively In 3E 427, an Orc warrior who went by the name of his sword,
recently, awoken from his ancient slumber. Morokei was Umbra, was spotted in the mountains outside the settlement of
entombed in the Labyrinthian, which was once the ancient Suran on the island of Vvardenfell. The Orc’s only desire was to
Nord city of Bromjunaar, the capital of the Dragon Cult. A die in battle, but no foe could defeat him. At his request, the
group of mages from the College of Winterhold journeyed Nerevarine bested the Orc in mortal combat and claimed the
to Labyrinthian to recover the staff, but only Savos Aren survived Umbra Sword. The sword came into the possession of Torasa
the ordeal. Aren sacrificed two of his companions to trap Aram later that year, and was put on display in Mournhold.
Morokei, and sealed the main entrance to the ruins. In 4E 201,
the Synod came to Skyrim in search of artifacts, and attempted Sometime after the events of 3E 427, the sword was discovered
to use the Dwemer Oculory in Mzulft to detect magical power. by a Bosmer named Lenwin, from the small settlement of Pell’s
With the aid of a member of the College of Winterhold, a Synod Gate in the Heartlands of Cyrodiil. She became bloodthirsty,
researcher used to Oculory to find the location of the Staff of and began calling herself Umbra after the sword. In 3E 433,
Magnus, but all other readings were blocked out by the Eye of Clavicus Vile sent the Champion of Cyrodiil to retrieve the
Magnus which was currently being tampered with in the College. Umbra Sword. Barbas, Vile’s Hound, advised the Champion
The College member defeated Morokei. The staff was used by against bringing him the sword, foreseeing that it would bring
the College to control the Eye of Magnus until the Psijic Order ruin to the Prince. Despite the warning, the Champion tracked
removed the Eye from Mundus. down and slew Lenwin in the Ayleid ruin of Vindasel and gave
the sword to Vile in return for his Masque.

Once the sword arrived in Vile’s realm, Umbra escaped and


cut away some of the Prince’s power for itself. Umbra took the
form of a dark being, in the shape of a man but with eyes like
holes into nothing. The Prince did not want Umbra to escape
with his power, so he changed the walls of his realm, essentially

Tamrielic Artifacts
25
trapping Umbra there. Using his stolen power, Umbra was able
to conceal himself in one of the cities at the edge of Vile’s realm, Umbra
fearing that Vile would return him to the sword. In the early
Damage 1d8+4 (1d10+4)
Fourth Era, Umbra was attracted to the influx of souls coming
from the rift in the realm caused by the first ingenium, which Hand 1.5
held Baar Dau aloft above Vivec City. Casting a fortune, Umbra Range 2m
learned that the rift would one day become wide enough to Qualities Slashing, Magic, Proven, Soul Siphon
throw the Umbra Sword through, lessening the threat posed by
Vile. That day came when the ingenium was destroyed; Umbra ENC 3
threw the sword to Mundus, while at the same time Sul and
Vuhon, two Dunmer responsible for the ingenium, were sucked Soul Siphon: Ignore all non-magical AR and DR. Target character
through into Clavicus Vile’s realm. has their soul magically tethered to an appropriate empty soul
gem (only black soul gems can hold the souls of men, mer, and
Umbra took them captive, and in return for his life Vuhon the beast races) of the caster’s choice within 1m of their person. If
promised to build a new ingenium, which would tear a piece the target dies within 1 minute, then their soul is trapped within
of Vile’s realm away and let Umbra “escape”, in a sense. Umbra the gem and it gains soul energy equal to the size of their soul.
agreed, and the two created Umbriel, a floating city powered
by souls. Umbra fused with Vuhon and placed their joined
soul into the new ingenium. Vuhon then began to call himself
Vampiric Ring
One of the more deadly and rare artifacts in Tamriel is the
Umbriel, and ruled the floating city. The city of Umbriel was
Vampiric Ring. It is said that the Ring has the power to steal
called to Tamriel circa 4E 40 by Chief Minister Hierem and the
its victim’s health and grant it to the wearer. The exact nature
An-Xileel, who had gotten in touch with the city via the Hist,
and origin of the Ring is wholly unknown, but many elders
who in turn had made contact with the related sentient trees
speak of its evil creation in Morrowind long, long ago by a cult
which ran the ecosystem on Umbriel. Hierem had promised
of Vampire followers. The Vampiric Ring is an extremely rare
use of the White Gold Tower to separate Umbriel from Vile’s
artifact and is only seen every few hundred cycles of the moons.
realm, but Vuhon first went north to the ruins of Vivec City,
fearing that the Umbra Sword may be used to trap Umbra.
While worn, the Vampiric Ring grants the character the ablity to
cast Leech Essence.
However, when Sul and Prince Attrebus Mede arrived at
Scathing Bay on Vvardenfell in search of the Umbra Sword, it
Leech Essence (Cast): Target being within 2m must make an
was nowhere to be found. The sword had already been retrieved
opposed Willpower test against the source character or take
by the minor House Sathil eight years previous. Without Umbra
(source character’s WpB)d4 magic damage (this damage is
stabilising the sword, it drove whoever touched it insane. Elhul
incapable of inflicting wounds) and loses a stamina point. The
Sathil had been the one to recover it, and had been driven into a
source character heals this much damage and gains a stamina
killing frenzy. He was chained down and brought back to Castle
point. Counts as a ranged attack.
Sathil on Solstheim. Once there, he regained possession of the
sword and would not relinquish his grip. Sul and Attrebus Mede
eventually tracked down the sword, and were locked in Elhul’s
prison by Nirai Sathil, who feared the sword. The two defeated
Volendrung
Volendrung, also known as the Hammer of Might, is an ancient
Elhul, who had become skeletal and impervious to pain, and artifact created by the Rourken clan. In appearance, it is a large
used the sword to teleport to Vile’s realm. ebony warhammer, although it may sometimes take the shape
of a blade. For unknown reasons, Volendrung became a Daedric
With his power stolen by Umbra, Vile and his realm were weakened. artifact of Malacath. It is enchanted with the power to paralyze
The Prince tried to take the sword, but he couldn’t handle foes and drain them of their strength, conferring it to the wielder.
it without Umbra stabilising it. Attrebus negotiated with Vile, The hammer is prone to disappearing like its Dwarven creators.
and agreed to free his lost power in return for passage to the
Imperial City. Sul and Attrebus found their way into Umbriel, The hammer originally belonged to the chieftain of the Rourken
and Sul wielded the sword in battle against Vuhon. It had no clan. When his clan refused to join the other Dwemer in the
effect on him, as his soul was in the ingenium. In a final battle First Council, the chieftain threw his hammer across Tamriel,
beside the ingenium, Attrebus was forced to wield the Umbra promising to settle where ever it landed. The hammer landed
Sword and plunged it into the machine. This separated Umbra in western Tamriel, and the Rourken called the land Volenfell,
from Vuhon, trapping Umbra in the sword and mortally wounding literally “City of the Hammer”. This area later came to be called
Vuhon. With the veil over Umbriel destroyed, Clavicus Vile Hammerfell. The Rourken’s journey across Tamriel is depicted
could enter. The Prince possessed Attrebus and used the Umbra in many of the ruins of the region, Volendrung appearing as a
Sword to stab Sul. Sul punched Attrebus and returned him to shining star showing the way.
normality, before jumping on the orb of the ingenium with the
sword still embedded in his chest. This turned his body and the Sometime after the Dwemer disappeared in 1E 700, Volendrung
Umbra Sword to smoke, likely destroying the artifact for good. ironically came to embody the power of Malacath, one of the
Dwemer’s most bitter foes. The hammer was uncovered during
the Imperial Simulacrum by the Eternal Champion in either
Tamrielic Artifacts
26
Morrowind or Hammerfell (reports vary). In the events leading servant gave him the Wabbajack. In the events leading up to the
up the the Warp in the West, an agent of the Blades summoned Warp in the West, an unknown agent of the Blades summoned
Malacath seeking power, and a worshipper of the Prince gave Sheogorath and dispatched a battlemage who had displeased
the agent Volendrung in return for slaying a Daedra who had the Prince. In return, the agent was given the Wabbajack from
betrayed him. a worshipper of Sheogorath.

Volendrung later came into the possession of Divayth Fyr In 3E 433, Sheogorath was aided by the Champion of Cyrodiil
of Tel Fyr, Vvardenfell. He kept it in a locked chest in his in tormenting the Khajiit settlement of Border Watch in
Corprusarium. A hobby of his was to invite thieves to steal from Cyrodiil. The inhabitants were very superstitious, and were
his chests to amuse him, as they would often fail. In 3E 427, driven into a state of frenzy when the Prince simulated their
the Nerevarine succeeded in unlocking the chest and liberating K’sharra Prophecy, said to mark the end of the world. These
Volendrung. In 3E 433, the Champion of Cyrodiil summoned occurrences were reported in a special edition of the Black
Malacath and was tasked with freeing the ogre slaves of Lord Drad Horse Courier newspaper entitled Rain of Burning Dogs!. It is
from his mines. In return, Malacath gifted the Champion with unknown whether this took place before or after the Champion
Volendrung. assumed the position of Sheogorath; regardless, the Champion
received the Wabbajack from either Sheogorath or Haskill.
Circa 4E 201, the Orcish settlement of Largashbur began to In 4E 201, the Last Dragonborn entered the mind of the dead
be openly attacked by the the giants in the area. The giants had Pelagius Septim III, tasked with convincing Sheogorath to return
desecrated a shrine to Malacath and taken possession of Shagrol’s to the Shivering Isles. Sheogorath agreed to return, but only
Warhammer, a mundane hammer. Malacath cursed the tribe if the Dovahkiin could escape Pelagius’ mind. The Dovahkiin
for its weakness, and the Orcs asked how they could obtain was able to leave and was given the Wabbajack by Sheogorath.
forgiveness. Chief Yamarz was tasked with clearing the giants from
Malacath’s shrine by the Prince. He was accompanied by the Last Wabbajack
Dragonborn, but he was a weak leader and was slain when he
Damage 1d6+4 (1d8+4)
turned on the Dragonborn. Malacath praised the Dragonborn
for killing Yamarz. He then ordered the Drabonborn to return Hand 1.5
Shagrol’s Hammer to Largashbur. Malacath transformed the Range 2m
hammer into Volendrung and gave it to the Dragonborn, while Qualities Concussive, Magic, Wabbajack!
naming Gularzob as the new chief of the tribe.
ENC 2
Volendrung Wabbajack! (Cast): Fires a projectile at a target of the source’s
Damage 2d6+4 choice. Counts as a ranged attack. If the target is hit, roll on the
Hand 2 table at the beginning of the next page. The target is transformed
into that creature.
Range 2m
Qualities Crushing, Unwieldy, Shield Splitter, Concussive,
Magic, Proven
Enchanted (Strike: Paralyze -20)*
ENC 5

*Target character must make a Willpower test with a -20 modifier


or be Paralyzed for 1 round on Strike

Wabbajack
The Wabbajack is a Daedric artifact created by the Daedric
Prince Sheogorath. It takes the appearance of an ebony staff.
As befits the Prince of Madness, his artifact is unpredictable in
its effects. The staff has the power to transform its target into a
completely random creature. This can be helpful to the wielder,
turning a fearsome opponent into a docile animal; similarly, it
can be detrimental, transforming a relatively weak enemy into
a powerful monster. The staff can produce other effects, such
as damaging, healing or instantly killing the target.

An anonymous author wrote about his obtaining of the staff in


the book Wabbajack. In his search for the Oghma Infinium, the
author was tricked into summoning Sheogorath, believing him
to be Hermaeus Mora. After serving the prince, Sheogorath’s

Tamrielic Artifacts
27
Roll Creature reach their goals. No one may possess the ring for long, as it is
said that the ring is Syrabane’s alone to command.
1-3 Mudcrab
4-6 Dremora Churl The Warlock’s Ring was uncovered by the Eternal Champion
7-9 Bird during the Imperial Simulacrum in either Morrowind or Elsweyr
(reports vary). Some time in the Third Era, the ring was taken
10-12 Flame Atronach
from a wizard by the Mages Guild. In death, the wizard’s spirit
13-15 Slaughterfish remained bound to Nirn, until one of his descendants sent an
16-18 Scamp adventurer to recover the ring from the Mages Guild. A fake
19-21 Bear copy of the ring also appeared in the Iliac Bay before the events
of the Warp in the West; it was created by a mage in an attempt
22-24 Hunger to bribe an agent of Nocturnal who has been sent to assassinate
25-27 Rat him. The fake ring functioned identically to the true artifact,
28-30 Scrib but after several days it crumbled to dust. The ring later came
into the possession of Magnessen Brisienna, a Blades operative.
31-33 Flesh Atronach
Brisienna offered the ring as payment in return for the Totem
34-36 Dreugh of Tiber Septim, which would give the Empire control of the
37-39 Ogrim Numidium. Due to the Warp in the West, it is unknown what
40-42 Mammoth became of the ring. The ring resurfaced several years later in the
possession of Vindamea Drethan, a powerful sorceress who lived
43-45 Frost Atronach in a cave on an island off the shore of Vvardenfell, along Azura’s
46-48 Betty Netch Coast. News of this reached the Mages Guild, and in 3E 427
49-51 Sabre Cat Drethan was killed by the Nerevarine, who then claimed the ring.
52-54 Dog
While worn, the Warlock’s Ring grants the character the ablity to
55-57 Aureal cast Warlock’s Protection.
58-60 Spider Daedra
Warlock’s Protection (Cast): When cast, gain 10 agility, and
61-63 Shalk
anytime the wearer would be hit by a spell, roll a d10. If the result
64-66 Cliff Racer is a roll of 7 or lower, instead resolve the spell against its original
67-69 Horker caster. This effect lasts 1 minute. This may be used once per long
70-72 Xivilai rest.
73-75 Winged Twilight
76-78 Horse White Phial
The White Phial is a legendary bottle, created in the early days
79-81 Troll
of Skyrim’s history. A small container, made of the magically
82-84 Mazken infused snow that first fell on the Throat of the World. It is said
85-87 Rabbit that the Phial will replenish whatever fluid is placed inside of it.
88-90 Cat
The White Phial is an enchanted phial that replenishes any
91-93 Storm Atronach liquid placed inside it to the point where it fills the phial once per
94-96 Giant Spider long rest. If the user completely upturns the phial over the ground
97-99 Kwama for several seconds then the phial will empty itself and cease
producing that liquid, ready to receive another instead.
100 The target dies instead.

Warlock’s Ring
The Warlock’s Ring is an artifact originally owned by the Arch
Mage Syrabane, an Aldmeri god-ancestor. In appearance, it is
a ring with a large gemstone, either red or green in color. It is
best known for its ability to reflect spells cast at its wearer and
to fortify the wearer’s speed and health, though it may have
additional powers. These magical effects are sometimes named
“Shalidor’s Mirror” and “Feet of Notorgo”.

In the late First Era, Syrabane judiciously used the ring to


save many from the Thrassian Plague. Because of this, he is
attributed with helping to save the entire continent of Tamriel.
The ring has passed hands many times, helping adventurers to
Tamrielic Artifacts
28
The Elder Scrolls
The Elder Scrolls, known also as the Aedric Prophecies, are Mediated Understanding
scrolls of unknown origin and number which simultaneously The character has been trained to shield themselves from the
archive both past and future events. The number of the Scrolls most dangerous effects of reading Elder Scrolls, though this also
is unknown not because of their immense quantity, but because tempers the knowledge they gain from doing so.
the number itself is unknowable, as the Scrolls “do not exist in When reading an Elder Scroll the character can choose
countable form”. They are fragments of creation from outside to utilize their training to protect themselves from its worst
time itself, and their use in divining prophecies is but a small effects. They still make the usual Willpower test, but with no
part of their power. They simultaneously do not exist, yet always penalty. On success nothing happens and on failure they gain
have existed. the Blinded condition for 1d8 days. As usual they make an
Intelligence test to interpret and retain knowledge from the
Divining the Elder Scrolls Scroll, but the techniques used to protect the character mean
Through training and practice, a person gifted with prescient that this step can take days of meditation to complete (the
powers can interpret the contents of the Elder Scrolls. Though specifics of which are left to the GM).
the information revealed about the future is never absolute.
However, once an event foretold within the Scrolls is carried Illuminated Understanding
out in the world it becomes fixed within them. Such insight The character is an expert at reading and interpreting Elder
into the inner fabric of reality comes at a price, however, as Scrolls, having honed their skills over time.
each new foretelling and interpretation strikes the reader with Master (Intelligence),
blindness for a greater period of time, while simultaneously Requires: Mediated Understanding
granting them a broader view of the Scroll’s contents. Ultimately, As Mediated Understanding, but the character is only
the reader, having engaged in frequent acts of prophecy, is left blinded for 1d8 hours on failing the Willpower test. The
bereft of their vision, forever after removed of their right to read interpretation step takes twice as long as it would normally,
the Scrolls. By time-honored tradition only those of The Cult but the degree of knowledge gained is much greater (again,
of the Ancestor Moth may read from the Scrolls, the younger the specifics are left to the GM).
members caring for the elder as they gradually and irreparably
lose their sight.
Blindness & The Penultimate Reading
Rules While training can stave off the acute effects of reading
Few people are capable of reading and interpreting Elder Scrolls the Elder Scrolls, frequent readings take a slow toll on
successfully while escaping unscathed. Characters who attempt the mind. With time, all monks of the Ancestor Moth
to do so must make a -30 Willpower test. On success, they gain develop blindness. With this blindness comes the day of
the Blinded condition for 1d8 days. On failure, they gain the Penultimate Reading: the day where the monk performs
Blind trait permanently. their last successful reading of an Elder Scroll before their
gift is lost to them altogether.
It is possible that characters without proper training are still
capable of reading and understanding a portion of a Scroll on
their own, even if they lack the training to protect themselves
from its effects. We will assume, for our purposes, that Player
Characters are these kinds of people. Whenever a PC reads an
Elder Scroll, roll an Intelligence test in addition to the Willpower
test described above. On success, the character retains some small
fragment of the Scroll’s hidden knowledge.

In the event that players wish to play a monk of the Ancestor


Moths, we have provided the following elite advance (purchased
during character creation) and talents to enable this:

Elite Advance: Moth Initiate


The character was, at one point, trained as an initiate in the
Cult of the Ancestor Moth.
Cost: Burn 10 Luck.
Effect: The character gains the Mediated Understanding talent.

Tamrielic Artifacts
29
Elder Scrolls & Your Campaign
Given their power and mystery, it can be tempting to use the
titular Elder Scrolls in your campaigns. And while we agree
that the Elder Scrolls can make for great campaign material,
it’s important to utilize them in moderation, and to exercise
restraint when doing so.

This is when we get into somewhat controversial territory.

There are generally two philosophies on how one ought to


approach Elder Scrolls within the context of a campaign, and
they’re very closely linked to the ways the Scrolls have been
presented in the games themselves. One school of thought
prefers to treat Elder Scrolls as they were when they had no
direct involvement in the games: very carefully. The Scrolls are
incomprehensible, immeasurably powerful fragments of reality
that ought not be tampered with. Some of those who adhere
to this mindset would rather not use them at all.

The other school of thought is okay with the fact that the Scrolls
have made more frequent appearances in the newer games,
playing important roles in both Oblivion and Skyrim. What good
are these awesomely powerful, mysterious artifacts if they never
get any screen time? Members of the other group would accuse
Bethesda of “cheapening” the Scrolls through their repeated use
in Oblivion and Skyrim.
How to use Elder Scrolls
If you’re reading this section, then there’s a good chance that you Given the nature of the Elder Scrolls, there are plenty of ways
already have an opinion and fall somewhere on the spectrum that a GM can utilize them in a given campaign. In general
between the two philosophies described above. It is ultimately there are two categories that most uses for the Scrolls fall into:
up to you to decide if using an Elder Scroll is right for your interpretation, and manipulation.
campaign. We can’t stop you. But we can at the very least offer
you some advice on how to handle them. Interpretation: The most obvious route, in which the
Scroll is read and interpreted so that the characters may
When to use Elder Scrolls glean some knowledge of the past, present, or future. This
The answer to this one is simple: think Oblivion, not Skyrim. can be used either to conclude a campaign (the party was
Oblivion featured an Elder Scroll as the object of a prolonged searching for some critical piece of information hidden
heist at the end of the Thieves Guild questline. Skyrim uses within a Scroll) or to transition into something new (the
several in a single questline (in the Dawnguard expansion). party learned something about the future from the Scroll
When it comes to things like this, familiarity is the enemy. The that changed their goals). The key thing for the GM to
Elder Scrolls are supposed to be legendary artifacts, fragments remember is that the Elder Scrolls do not predict future
of creation itself containing powers and knowledge beyond our events with complete accuracy, though they are certain
wildest dreams. If they should appear anywhere, it is at the end about the past. It is also important to put some thought
of a campaign. into exactly what the character learns from the Scroll, and
how that information is transmitted. Giving the character
It is also important to take the time to build up to the appearance a strange vision to decipher, lines from a poem to think on,
of an Elder Scroll. Not every player is going to be familiar or even a riddle to solve are all good ways to handle this.
with the nature of these objects, and nothing will be more
disappointing than giving one to the party and having them Manipulation: This is the way that we’ve seen the Scrolls be
shrug their shoulders and toss it in their bag. If your players used in the games. Due to their enormous power and their
are ever going to lay their hands on an Elder Scroll in your connection to the very fabric of reality itself, using magic
campaign, you want them to be trembling. can allow one with an Elder Scroll to potentially manipulate
the world itself. This can even include manipulating time,
or other abstract concepts. In this sense the Scrolls can do
The all-sight of the Scrolls makes a turning of the mind almost anything if the GM wants them to. Our only advice
such that relative positions are absolute in their primacy. here is to tread carefully, and to put serious thought into the
potential consequences of using the Scrolls in such a fashion.
Ruminations on the Elder Scrolls

Tamrielic Artifacts
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