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Artifact Origin

Artifact Origin is Step 1 of the Appendix B artifact-generation procedure. Roll 1d12 to determine the artifact's thematic origin—a faction, deity, or power source—which sets all su...

Step 1 of the Appendix B procedure. Roll first — the origin sets every theme, material, and binding that follows. Then pick or roll one of the chosen origin's themes from its compendium entry.

Roll 1d12 · Family Artifact Creation · p. 498

dResultDetail
1The Barrow BuildersTomb-craft, ancestor cults, sorcerer-kings. Theme list under The Barrow Builders.
2Death and the undyingThe Last Door, ghosts, shades, what walks back through.
3The FaeGlamour, bargain, the wild court. Theme list under The Fae.
4The Forge Lords (or the Ustrina)Orichalcum, fire-art, the Foundry. Use Forge Lord themes for Ustrina results. See The Forge Lords.
5Gods and religionRoll 1d12: 1-2 Aratis; 3-4 Danu; 5-6 Helior; 7-8 Tor; 9-12 one of the lesser gods.
6The Green Lords (or the Fomoraij)Living wood, breeding-arts, the lost garden-empire. Use Green Lord themes for Fomoraij results. See The Green Lords.
7Primordial powersArchons, titans, incarnations of the first elements.
8The Rime LordsDark ice, the Howling Curse, sacrifices that bind. See The Rime Lords.
9Spirits of the wild (or the Forest Folk)Tethers, redwoods, the old quiet places. Use spirits-of-the-wild themes for Forest Folk results. See The Forest Folk.
10The Stone LordsMakerglass, stoneshaping, slave-built empires. See The Stone Lords.
11The Tempest LordsAetherium, sky-towers, the lost northern empire. See The Tempest Lords.
12The Things BelowRed crystal, corrupting whispers, the prison beneath the world. See The Things Below.