1

Blanket of the Immaculate Dragons
lvl 1 artifact


This blanket made for the children of Dragon-Blooded has
small amounts of jade woven into the corners. They usually
depict one of the Immaculate Dragons. The quilt is soft
and helps children sleep peacefully. Some never outgrown
their attachment to their "blankie", although a few members
of the wyld hunt would never live it down if their comrades
knew about their "sleeping habits".

mechanics- after sleeping with the blanket, the owner
receives a +2 on incitive in the first battle he/she is in.

2 River Dragon Tablets
Lvl 2 artifact


River Dragon Tablets are made from the "byproducts" of
the river dragons. Each tablet can be broken into 4
doses. A single dose purges toxins from the body, although
they are expelled threw the mouth as a vile black ichor.
Any poisons, diseases, or parasites are cured instantly.
*RDTs are vile tasting char must succeed a temperance or
conviction roll to swallow it.
3 Wary Drum (< o)

A small drum of animal hide, aged and well-used. It is said that the skin of the drum was cut from the hind of a lord of lions and king of the prarie. One who believes this story will set the drum in her camp before night's rest and pray to the lord of lions to keep her safe.

While in the wild, spending a willpower before retiring for the night will set the drum beating, softly and regularly. No unintelligent animals will bother the camp until well past the next sunrise.
4 Jealous Flute (< o)

A rough-cut, worn wooden flute, this instrument was once a cheap instrument for a Terrestrial music teacher in the first age. Kept by spirits of the forest for its tone, ever pure, it has now returned to the hands of an Exalt.

When a mote is channeled through the flute and the instrument played, it releases a piercing note that everyone within 50 yards will hear, loudly and clearly. It does not compel them in any way, but it will be heard.

Perhaps the music teacher had trouble with his class?
5 Ink-Press Block

Quite common within the Realm and the Guild, these black
jade and iron blocks are only notable for their ability to
produce well-written beauracratic reports. Each device has
iron keys with representations of the entire Realm
alphabet, which when pressed into the black jade block ink
paper inserted into the top.
6 Die of Capricious Fate
(Artifact 1)


This simple luck talisman allows its bearer to add three
dice to a single roll. However, this sudden boost of luck
comes at a price. Every time a character uses the amulet,
he is assured of botching one roll selected by the
Storyteller. Botches accumulated through the use of this
artifact may occur at any time and usually take effect
within a day of use. If possible, the character botches an
action similar to the action aided by the amulet. If the
Storyteller imposes a botch on an action the player wishes
to assist with the talisman, the character does not add
dice and therefore accumulates no further botches from the
action. There is no limit as to how often a character may
use this artifact, provided he is willing to face the
consequences.
7 The Unfailing Sundial:

A fine sundial with the hours numbered in First Age
lettering, with the gnomon (the central pointer) made of
orichalcum. By day, it appears to be an ordinary sundial,
save that the sun's shadow is clearly visible even if the
sky is completely overcast.
At night, the hours are marked by a glowing gold 'shadow'
that follows the path the Sun would be tracing throught the
heavens if he could be seen.
8 The Mockingbird Music Box:
(Artifact 1)


Obviously valuable, this music box works as any other
would--wind it up and it plays a tune.

If the name of a song is mentioned to it while it's wound
up, it will stop playing the first song and start playing
the new one, if it knows the tune. When found, it knows an
impressive assortment of First Age music, and it can learn
new music if commanded to 'remember this music'.

However, it only takes instructions in Old Realm, and it can
only imitate melodies, not the specific sounds of different
instruments.

9 Tokkuri of Mirth

Mo matter how many times this simple porcelain wine jug is
poured or sipped from, a good shake will reveal just
enough left for two full cups of homebrewed strength wine.
When shared in goodwill, the brew never fails to produce
improbable tales of bravado, belly laughs, and the kind of
fraternal comraderie that only comes from powerful alcohol.

(When shared with in a spirit of goodwill, the owner of
the tokkuri is at +3 dice to all social interactions with
whomever he shares it with for the duration of one scene.
This can, of course, be disrupted by anything other than
drunken carousing.)
10 Hero's Cape (*)

Such cloaks vary widely in appearence, from the short and worn tatters of the rabble rouser to the fine silk of the Dynast. These capes passively empathize with the surrounding tone and enhance it.

When worn in an emotionally intense situation the cape will act to make that emotion more effective. It looms intimidatingly, it swirls patriotically in the wind, and it hangs downtrodden in the pouring rain.

Effectively, the Hero's Cape adds a bonus of one die to appropriate performance, presence, or appearance rolls.

The Capes have one additional power. Whatever the appearance, all Heros' Capes are quite well-crafted. By this Virtue they always survive their bearers just long enough to swirl out of the ashes, be borne as a flag or standard, or collapse upon the deceased dramatically.
11 --Voice Operated Abacus

For the merchant with unsteady math skills.

12 --Headwind Generating Cape

Guaranteed to make you stand out in a crowd. Best used while approximately 3-8 feet
higher in elevation than onlookers. Looks stupid when facing someone else wearing another one of these.
13 --Deep Pot

 Perfect for impressing a large company with
your cooking when either a large kitchen is unavailable or
you're low on cooking utensils. No matter how much is
placed inside for cooking, there's still more space. Comes
in various sizes, but none so small as to be able to cook
more than a young child inside without hacking off certain
overwide bones.
14 --Runner's Band

Not only does this colorful headband keep
sweat our of the eyes, but when it's wringed out the
contents are in fact pure, cool, refreshing water! Great
for the overworked messenger and the Wyld Hunt escapee
alike.
15 --Bulge-Preventing Briefs

 As the name implies, these
perfectly comfortable undergarments go a long way towards
keeping a young Dynast's cool even under the closest of
circumstances. Effects cease immediately after removal.
16 Everweaving Tapestry of the Skies
Artifact: 1


A large silk tapestry, sixteen feet wide and nine feet
tall, the Everweaving Tapestry of the Skies is an Artifact
of subtle power and great usefulness. Almost certainly of
Sidereal design, the tapestry appears to be a
representation of the sky. The wonder of this; however, is
not its beauty. It is a thing of constant motion,
continuously weaving and unraveling itself, changing
colors and patterns in a nearly endless cycle, fueled by
Essence it harmlessly absorbs from the world around it.

It does not merely appear to be a representation of the
sky. It is a representation of the sky. The tapestry
changes its design continuously, matching the behavior of
both the daytime and nighttime skies. As the Unconquered
Sun moves across Creation, a perfectly scaled
representation moves across the tapestry, its movement
accompanied by the constant, and annoying din of the cloth
ripping, tearing and weaving itself.

During the night, the tapestry perfectly mimics the
movement of the stars and planets. Things such as clouds
and large storms are taken into account. Even the smoke of
a fire, if large enough, will appear on the wall-hanging.
All events which are major enough to effect destiny, and
occur in the sky are represented.

While very useful, the tapestry can also be a nuisance.
The Everweaving Tapestry of the Skies is very loud. It is
in constant activity, and the constant rippling and
weaving can cause it work itself loose from whatever
fastenings are used to hold it. On one occasion, it was
rolled up and placed within a storage closet for the
better part of ten years. It destroyed most of the
interior of the room.

The only time it is silent is during Calibration, when it
weaves itself into an utterly still field of grey silk.

This tapestry, is, in all ways, a perfect model of the sky
itself. While it does nothing else, and in no way assists
in Astrology, it does provide an absolutely accurate
device, which is very useful in performing a variety of
Astrological readings.
17 Jade Compass
Artifact: 1 (Counts as a Talisman)

The Jade Compasses are relatively common items in the
Realm, easily reproduced and relatively inexpensive. The
Jade Compass is a disc, usually made from gold or
platinum, with a small jade needle attached at its
center. This needle can be made from any of the elemental
jades, or be made from slivers of all five. While the
jade used in the creation of a compass must be purer than
jade which is used as currency, it does not need to be as
pure as jade which is used in the creation of Artifacts.

The needle of a Jade Compass is sensitive to even the
smallest flows of elementally-aspected Essence. In the
case of a needle made from a single type of jade, the
needle will always point towards that type of jade’s
Elemental Pole. For instance, a Black Jade Compass will
always point towards the Pole of Water, and a Red Jade
Compass will always point towards to Pole of Fire.

In the case of a Jade Compass made with a needle of all
five types of jade, which is called a Five Coiled Dragons
Compass, the needle will point in the direction of the
nearest Elemental Pole.

The two most popular types of Jade Compasses are the White
Jade Compass, as it always points towards the Realm, and
the Five Coiled Dragons Compass. However, it is common
practice for a Dragon-Blooded to carry a Jade Compass of
her Aspect, if only as a status symbol.

The fact that the Jade Compass does not require Essence
makes them popular among mortals that can afford them.
Well-to-do patricians carry them as representations of
their standing in society. Explorers and ship captains
lucky enough to have one are very grateful for the surety
they provide.

The Jade Compasses aren’t completely infallible; however.
If there is an elementally-aspected manse of the Compass’s
type within five miles, it will point towards that, rather
than the Pole. In the case of the Five Coiled Dragons
Compass, it will point towards any elemental manse within
three miles.

Further, if, for some reason, an Exalted does commit a
single mote of Essence to the Compass, it will point
towards the Exalt, rather than any Pole.

Due to the imperfect nature of the jade used in these
items, if any more than one mote is committed, the jade
needle will shatter.

Compasses made from a single type of jade have a cost of
Resources 3, while the Five Coiled Dragons Compass costs
Resources 4.
18 The Perfected Stoneworker’s Tools
Artifact: 1


Many number of these stonemason’s tools exist. A complete
collection of Perfected Stoneworker’s Tools is very large,
as there are tools for every aspect of stone work, from
masonry to sculpture. Large hammers for breaking large
pieces of stone, laths for smoothing and leveling, and
chisels all have their place in the stonemason’s
collection. There are also a variety of sculpting knives,
brushes and tiny, needle-like fining instruments among
these tools.

Each piece in the Perfected Stoneworker’s Tools is of
incredible quality, made from the finest woods, steel, or
more precious metals. It is common for the handles of
these tools to be coated in gold or silver, and then
heated and grasped by their owners, so that the tools’
grips are perfect. The blades, heads and edges of these
tools are all made with White Jade.

A set of Perfected Stoneworker’s Tools will provide anyone
who uses them one extra die to their Crafts (Stonemason)
roll. Those that commit the three motes to attune to the
tools gain an additional two dice for their rolls.
19 Turncoat's Flag
(1 dot)


In the sweatshops of Yu-Shan the spirits craft rainbows from a pure white silk. When the completed little miracle is completed and draped from the twin gates of the Heavenly City, it falls across Creation and displays its beauty.

Long ago in the First Age, a daring thief stole into the city of Yu-Shan in the dead of the night. He appropriated a bolt of the most precious silk and disappeared into Creation.

Turncoat's Flags are crafted of this selfsame silk. When invested with 3 motes or a willpower and run up a flagpole, all who see the flag will see the colors most likely to elicit a positive reaction.

This effect lasts only an hour before it will begin to fade without further essence or willpower.
20 Unbroken Bulb (One dot)

Conceived by a clever Wood-Aspected Terrestrial in the wake of the Primordial War to help in a small way with the repair of Creation. The Dragon-Blood's name was lost to history, but there are still fields of the flowers all over Creation.

An Unbroken Bulb appears to be a normal flower bulb but, when broken open, a sliver of green jade can be found at the center of the plant. When planted and in bloom, the beautiful flower reveals stamens of brilliant green.

They sprout in the appropriate seasons and bloom, each year without fail. They are resistant to disease and ignored by animals, and will grow from where they are planted forever unless specifically destroyed. They reproduce very slowly, additional flowers growing from an older one perhaps once in a decade.

After the millenia, there may be fields of millions of these flowers.

The flowers are recognized by the mortal farmers of the Threshold, who call them Farmer's Delights - Delights for short. They are so called because the fields from which they grow tend to be fertile and ready to bear crops.

The bulbs are always transplanted, not cut. Some farmers transplant the bulbs to their own fields, and rotate them.

The bulbs actually do make the ground nearby more fertile, although on such a scale that a farmer likely won't recognize it working - though his grandson might.

It is little known that areas bounded with Unbroken Bulbs are somewhat safer from the encroaching ravages of the Wyld. It is a slight effect, however, and of little immediate use.
21 Quintessent Vase (One dot or less)

Flowers or plants placed in this thin-necked vase of blown green jade will never wilt. If the plant has not yet bloomed, it will do so over the next few days before ceasing to age.
22 Eigenarrow (One dot)

Obviously ornamental and tipped with blue jade, this arrow is attuned for one mote and left in one's quiver. For every two arrows the archer draws, one is created to take their place.

If each arrow is of the same type, the created arrow will be as well. If they are different, the new shaft may bear either head.

Only if all arrows, including those created, are fired and yet more arrows are needed, the Eigenarrow may be drawn and fired. In such a situation, the Eigenarrow will offer a +1 to the accuracy of its shot and will extend its range by 50 yards.
23 The Three-Hinged Portal
(3 dots)


Somewhere in Creation stands a door, finely crafted and
hinged with jade. Opening this door is not a task for the
unwary or the weak-minded, for it has a will of its own.
Have a care.

Finely paneled wood on either side of the door conceals the
hidden core: a thin pane of moonsilver in the very center.
The door has three hinges, each of a different type of
jade, none of which may be the same.

Each hinge represents a door to which the Three-Hinged
Portal is connected. The door must be adorned or built with
jade of the same color as one of the hinges. It must also
be nearer to the elemental pole aspected with that color of
jade than it is to any other pole.

If the jade is removed from the target door or the door is
moved to be closer to any other pole, the two doors lose
their connection permanently.

The master of the Three-Hinged Portal may open it and step
through to any of the other three doors, as she desires.
She may also craft and distribute keys forged from the
three appropriate jades, allowing others to travel through
the door as she does.

Any who attempt to travel through the door - in any manner -
without assistance or a key will end up in one of four
places; he will find himself on the other side of one of
the three magically-connected doors, or just on the other
side of the Three-Hinged Portal.

Someone attempting to control the door from such a
disadvantageous position may make a willpower roll at
difficulty three.

A Three-Hinged Portal is currently in the possession of
Tepet Noh, who is trying to find the ritual necessary to
attune it to other doors. All those to which her Portal was
connected have long since been destroyed or vandalized.
24 Song Cage (artifact <1) -

These objects are a common possession of the well to do, in
the Realm and in the threshold. They are particularly
popular in the West, where ship captains may be many months
at sea with little to amuse or distract them.

The song cages really are cages. Small ones, about an inch
on each side, made usually of gold, platinum or silver,
with a fine wire of blue jade woven through its bars.

The song cage has small hinged doors, one that opens
easily, and another that requires a tiny key to open. This
tiny key is usually chained to the song cage itself.

When the door that is locked is opened, it can capture a
song that is within listening distance of the the cage's
holder. Because of the magic of the cage, a song, and only
a song can be captured. Conversations cannot be captured,
nor can incidental noises, such as applause. The song's
length does not matter, but only one song can be captured
by a single song cage.

Once a song is complete, the door closes and locks itself.
Whenever anyone wishes to hear a song captured by a song
cage, they merely need upon the door that does not have a
lock, and the song will play.

If the locked door is ever unlocked and opened, than the
song inside is set free, and the cage is ready to capture
another.

There is no way to tell what song, if any, is captured
within a song cage without opening its door. Therefore,
many people will tie a small ribbon to the cage, with the
song's name written on it.

The song cages require no Essence to their play or capture
a song, and it is common for the richest of nobles to own
literally thousands of cages.
25 Merchants' Scaled Eyes (1 dot)

In the mining cities of the South there is a peculiar
business: finding translucent gemstones that can hold a
polish. Usually no larger than a man's big toe, in any
mundane market they would be worthless.

When shaped to an eye, carved with the appropriate
symbols, and invoked by the names of the appropriate
spirits these stones become Merchants' Scaled Eyes. Any
possessing merchant or entrepreneur may let a drop of his
own blood onto the eye, making it his.

Gemstones thus attuned may then be placed where the
merchant does business and can help him run the kind of
shop he wishes.

A stone placed over the doorway will warn him if goods
stolen from him are taken through. Stones in the windows
will do so if they are opened at night, or broken. A stone
placed in the till warns the merchant if wrong amounts are
being tendered or changed, or if the eye is removed.

The myriad uses of the Eyes beyond what is noted here can
all help a merchant run a more careful business. The
warnings provided by an Eye are a recognizable twinge in
the merchant's gut. It is always noticable, and enough to
wake an already nervous salesman from sleep.

The only reason a master merchant will not have Merchants'
Scaled Eyes everywhere is simple: all warnings from the
stones are identical. One cannot tell from which stone it
has come, and the more stones you have the more places you
have to investigate.

Most merchants make do with the doorway and the till.
26 Sailors Spoon

A spoon that lends flavor to foods without much taste, when used to eat them.

27 Travelers Blanket

A blanket that will always keep warm those who lie beneath it.

28 Brick of the Resplendent Wall

A brick which, if built into a wall, repels all graffiti from the wall. The brick must be removed or mystically prepared for a new coat of paint if there is to be legitimate renovation.

29 Bond of the Peaceful Market

A peace bond, produced by the God-Blooded manufacturers in Great Forks, which has the effect of being unremovable while in said city.

As a side effect of their magical creation, they change hue to that which best represents peace for the bearer.
30 Rose Tinted Spectacles

These glasses have lenses made jade that are sliced so
thinly that they are transparent . It makes everything the
wearer sees slightly more attractive (+1 to the appearance
of everything the user sees). It also gives the wearer +1
to all Valor rolls involving fear.

It is said the items were orignally crafted for the wealthy
so that they may not be offended by the sight of those less
fortunate than them.
31 An ever-sharp scythe

A plow that increases the strength of the oxen such that it can be pulled by one instead of two
32 White jade nails

If nailed into every few fenceposts, your livestock will not try to cross the boundary set by the fence unless starvation is setting in. They also keeps predators out, most of the time.

33 Sapient Pearwood Luggage

Crafted from a type of wood found deep in the Wyld , this
trunk is incredibly usefull. Not only is it
indestructible , it is also mobile (by way of many tiny
feet that sprout from it's bottom) , and completely loyal
to it's owner. It will attack anyone who attempts to harm
it's owner  It also has a massive storage
capacity (flows into elsewhere) and any dirty clothes
placed within will emerge an hour later clean , folded ,
and smelling faintly of lavender.
34 Cloak Of Everwarmth

In the north Temperatures grow bitter cold. So cold that
even the native Dynasts need extra protection from the
Breath of Mela. This Blue-Red Cloak has the image of
Hesiesh on the back and on the breast. In the hands of any
Mortal this cloak provides only extra protection from the
elements. But it is in the hands of a Chosen that its
powers fluorish. When one inspects it with a
Perception+Occult roll Difficulty 2 they can see the the
cloak is fabricated from tiny threads of Red jade and thick
blue wool, inlaid with Red Jade. This cloak provides
enough room to be considered shelter from the north but
provides the wearer with a protection from the winds and
snow while the walk, eat, sleep or ride. It also provides
the wearer with and additional 2B soak. It is immune to
fire, wind , snow and Hail. This cloak is found only in the
Northern parts of Creation, and on the Blessed Isle.

35 Candid Sight's Glass(One dot)

Simple in design and lacking in ornamentation, these simple pairs of spectacles allow the wearers to more easily understand that which she reads.

Mechanically, someone using Candid Sight's Glass can read documents at twice normal speed with full understanding and adds two dice to any Linguistics roll to decipher any hidden meanings contained therein.
36 Chimes of Essential Winds (*)

A set of three windchimes carved from bronze with simple
occult symbols, these chimes will hang straight downward
in even gale force winds. They will only be blown and
sound when the currents of Essence in the area are
disturbed by the presence of one who can manipulate them.

They will ring anytime a fair folk or spirit walks under
the Chimes, or even when an Exalt should do so, without
fail. There are few ways to fool the Chimes. A spirit can
sometimes sneak by by possessing a man, sometimes not. An
Eclipse Caste seems to have developed a Charm that will
lay them to rest when he passes. And of course, one need
not travel beneath them in the first place, as an
enterprising Lunar has noticed.

In the First Age these Chimes were set over shop doors, so
that the merchants would know when they had Exalted
customers. Today they are mostly used by villages at their
front gates, towns nearer the Wyld who fear the Fae, and
sometimes by Dynasts involved in the Wyld Hunt.
37 Drunk Cutpurse's Knife (*)

Appearing to be a simple, small dagger, the Drunk
Cutpurse's Knife is a tool for the unlawful. The wielder
may touch the blade to any purse and watch as it splits
down a seam and spews its contents upon the ground.
Whatever falls makes no sound as it hits the ground or the
thief's palm. Together, these benefits provide a +1 to the
thieving attempt and a -1 die to any attempt for the victim
to notice the robbery.

For the Knife to work the thief must have a shred of the
material from which the target pouch is made. This shred
must be tucked up between his thumb and the hilt during the
cutting.

One caveat: The Drunk Cutpurse's Knife is dull and will
never hold an edge. Someone meaning to eat dinner with it
will find it unable to cut his food and may become suspect
of his company, especially if they have experience with
such tools.
38 Empusa's Infinitely Extensible Chain (Artifact 2)


Seemingly an ordinary necklace chain, when the ends are
disconnected from one another, the chain becomes - as the
name implies - infinitely extensible, able to continue to
extend literally forever. It's also very sturdy, and is
good for tying up large groups of animals/people/etc. and
for use as a climbing rope, and many other uses besides.
When the ends are reconnected, the chain becomes the size
of a necklace once more.

38 At Home Lies the Heart Key (Artifact 3)

This key, which transfigures itself to fit any lock, when
used on a door causes the room behind it to become a portal
to the holder's home or safe haven. (For example, when a
character uses it on a regular locked door, when he opens
the door it isn't the room behind the door, but the den of
his home. Once he enters and closes the door, he is at his
home, and if he leaves through the same door, then the door
will have become the regular door of his house, leading him
to whatever is outside it, but not back to where he used
the key.)

39 Flicker of Truth

A candle that, when lit, will douse itself if an intentional untruth is spoken nearby.

40 Destiny's Arrow

An arrow that is aimed at one of the Maidens in the sky and fired. When it falls, it will have flown in the direction that one should immediately travel to meet one's destiny.

The Maiden at which you aim decides in what respect you are traveling toward the future: to meet your destiny of fire and sword, aim for the Maiden of Battle; to meet a destiny of discovery, perhaps the Maiden of Secrets is best.

They dissolve into starlight once they land, to be more easily seen and to return to the hand of the Maidens.

41 The Jaded Alnit

A long red ribbon, that is as sharp as a recently sharpened
jade sword. It has small amount of red jade woven in, and
the handle is made of blue jade.
42 Lonely Crystals (*)

A vein of clear quarz sitz beneath the Lap. Mined only rarely because of its relative worthlessness, a Sidereal associated with the Gold Faction has recently reassessed its value.

The mineral in the mine was long ago enchanted. Any crystal cut from the lode and subsequently broken in two possesses mystic qualities. When broken it will break always into two identical halves. When either of those halves is struck with a bronze clapper of some sort the other half sounds identically.

The Gold Faction has recently been acquiring these in great numbers for use as long-distance communication devices, having worked out a code of striking patterns. To confound any who may try to break their new language, the meaning of any particular pattern changes based on the positions of the stars, the phase of the moon, and the time of day.
43 Skin of Sweet Water (O)

A seemingly normal looking water skin with a slightly
elaborate cap. Flecked with black and green jade this water
skin is a must for any erstwhile explorer. Simply fill the
water skin with any fluid that is mainly composed of water,
and within an hour you'll have great tasting and slightly
sweet drinking water.

There are many different varieties of these bags which
flavor the water lightly with the hint of some fruit. Each
bag is slightly different and cannot be changed.

The further removed from pure water the fluid used to fill
the skin is, the less water will be available after the
hour is up. River water, stagnant pools, and sea water will
not show signs of reduction. Blood, urine, mineral water
(from caves) will probably lose about 25%. Sewage, mud, and
less desirable fluids will yield about 50%. Anything less
cannot be converted. Alcohol has to be less than 100 proof,
and will be turned into water. Note all diseases, toxins,
parasites, and so on will be removed.

The transformed water can be placed in another container
with no ill affects as teh change to sweet water is
permanent. The water, however, will not be kept magically
pure outside the skin and is as at risk as any other water.
44 Stone of the Chilled Drink (O)

A typical companion item of the Skin of Sweet Water this
one inch diameter hollowed glass bead contains thin streaks
of blue jade. When placed in a liquid the bead chills
itself and cools whatever fluid it's in slowly to about 45
degrees F.

The stones magic is limited so it will not work on a volume
of fluid larger than a gallon at any one time and takes
about 5 minutes per cup to reach its final temperature.
Also for every degree outside warmer than 90 the fluids
temperature is raised likewise.
45 Farmer's Burden (*)

Named originally for the farmers who use them, these thin
strips of lacquered bark are worn around the neck. They make
one less wearied by the load one bears and by travel,
allowing a farmer to make much greater distance. They are
effective on animals as well, making mules happy recipients
of such occult attention.
46 Weary Traveler's Guide(*)

If a traveller paints his footwear - shoes, boots, sandals
or feet - with this specially prepared lacquer in the
appropriate pattern, he will find himself able to sleep on
his feet and walk through the night. He will wake well
rested after covering much distance. The traveller will
always walk along the path to his destination - if there is
no path he will take the most direct route.

This lacquer and skill may also be used upon animals, but
the act requires different patterns which are less well
known - these special patterns insure that the beast travels
where its master's destination and not its own.

Someone under the effect of this artifact will walk every
night until a week has passed, at which point the lacquer
will begin to peel and lose its magic. It may be chipped off
earlier with some difficulty if the traveler reaches his
destination and wishes to stop walking in his sleep
47  

 

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