Creating an Artifact
Use this procedure when the fiction asks for an artifact and nothing in the published catalog fits — or when you have a half-formed idea and want the dice to fill in the gaps. The output is something you can hand a player: a magic-item description, a custom move, a steading improvement, or a minor or major arcanum card.
When to roll
Reach for it during prep, between sessions, or — sparingly — at the table when a PC opens a tomb the catalog didn't anticipate. The five steps work as a checklist: each table you roll narrows the artifact further. Skip rolls where you already have an answer.
The five steps
- Origin and theme. Roll Artifact Origin for who or what made the thing. Then pick one or more themes from that origin's compendium entry; the themes color every other roll.
- Nature. Roll Artifact Nature for what kind of artifact this is — mundane, strange material, priceless, extraordinary property, spirit-bound, lore-bearing, or magical. Each result routes you into one or more sub-tables before you ever pick a form.
- Form. Roll Artifact Size, then Artifact Form Category, then either the Artifact Common Form or Artifact Less Common Form table. Interpret the result through everything you've established. A Forge Lord lamp is a furnace-lantern; a Tempest Lord lamp is a sky-beacon.
- Synthesis. Picture the artifact. Fill in missing details and start making final decisions: what is it exactly, what was it for, how did it get here? Discard or reinterpret earlier rolls where the picture demands it — the tables are there to spur creativity, not bind you.
- Write-up. Choose the shape that fits the artifact's weight in play.
Write-up shapes
- A brief description and tags — twenty words or so.
- A detailed description — title, tags, a few sentences on what it is and what it does.
- A description plus one or more custom player moves, each with a trigger and resolution. Author with Writing Custom Moves.
- A steading improvement — something that, with time and effort, grants the village a lasting benefit.
- A minor arcanum — a card with discovery requirements on the front and unlocked benefits on the back. The Seeker explicitly draws minor arcana into play.
- A major arcanum — a half-page playbook insert with unlockable moves and consequences for invoking them.
Write as much as you find helpful. Anything you hand the players — tags, descriptions, moves, arcana — should be clear and concise. The artifact's full history, the nuances of how it works, where else it might appear: that's for your eyes, to inform how you introduce it. If the artifact is likely to make trouble, write it up as a threat too (a MacGuffin, probably, or maybe a magical entity).
Anchors and worked examples
The sample artifacts throughout Book II — Laoj Daveth’s Galvanic Infusion, Old Mother’s Wine, Aalz Galt’s Sudden Sinkhole — were generated this way. Read them as you work. For Value guidance, see Book I pp. 92-93.
This work includes material from Stonetop by Jeremy Strandberg, published by Lampblack & Brimstone, licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.