At the height of the Vardamir Empire's power (see History for more details), the people of Aatos harnessed magic through various powerful symbols inscribed on tools, clothes, and weapons. While the theory behind this magic is identical to Aatos's current symbol magic, the Vardamir Empire honed their skills to such a degree that their abilities were exponentially more powerful than anything made today. After the gods' rampage, knowledge of how to create these objects was erased from the human intellect. However, despite being unable to craft these relics, many humans have found them in various ruins of the Empire. While these may be for sale in various specialty shops of large cities, prices should be rather high on even the most 'common' of the relics. The most powerful objects should never be able to be obtained by money, but through exploration, theft, or chance.

Mega Stones and Accessories

While not the most impressive of all the Vardamir Empire's creations, the Mega-Evolution Symbol Magic remained the best way to enhance a pokemon's latent potential. In order to better control the power imbued in stones keyed to particular pokemon species, the Vardamir mages linked these rune-covered stones to a series of accessories created, which is necessary for any mega stone to be used. Coming in rings, bangles, crowns, pendants, brooches, and even hairpins, these Mega Accessories each granted the user the ability to mega evolve pokemon in a burst of glowing silver runes.

After the Vardamir Empire fell, Mega-Stones and Accessories, like all relics, fell into relative obscurity. Some powerful families in the Vardamir Empire managed to keep one or two accessories and stones, passing them down from generation to generation. Most however, were either destroyed or buried in ruined castles and keeps, waiting for explorers to stumble across them. These items remain rare in Aatos today, and those who do use the items generally hide the connection between the Accessory and the Stone, for those who don't often find themselves robbed of these priceless treasures by ignorant fools.

The Common

Telekinesis Ring
This small ring, usually made of an inexpensive precious metal, grants the user a limited imitation of what Image Magic can do. The user can, as a trainer action, move up to 5lbs of inanimate material 5 meters. The range of this ability does not exceed ten feet. Line of sight is required for all uses of this ring.

Telekinesis Rings are by far the most common of the relics, and many citizens of Aatos are under the impression that these are made in the current climate. These rings are most often used as tools of convenience by nobles or merchants. The abilities of the ring are limited enough that combat applications are relatively low, so these objects have been relegated to a commercial and pleasure market. Occasionally con men will use these rings in an attempt to convince their target that they are psychics, though these uses are rare and usually result in failure.

Message Bottle: This is an opaque bottle filled with a whitish smoke. A person can speak into this bottle of smoky liquid when it is unstoppered, and the sound will be sucked into the bottle. Up to five minutes of noise can be recorded, and it must be recorded simultaneously. The next person to open the bottle hears the words spoken, and the bottle is considered empty and ready for another use.

Message bottles are particularly popular for messages that are supposed to be secretive or unique. They have an advantage over pen and paper messages because it is obvious if they have been tampered with. In addition message carriers can smash the bottle in event of an attack to prevent the message from being stolen. They are popular methods of communication by generals and powerful merchants. Unfortunately, there is no guarantee that you will receive the bottle back, so you must trust the person to which you send it.

Infinite Bag
These bags are traditionally made of furret-fur, and they gained their powers by being soaked in some sort of magical substance now lost to knowledge. These bags can store an infinite amount of material in it. The bag can only accept objects that can fit through the mouth of the bag, though the bags were made in varying sizes. When attempting to retrieve an object, the item you seek is easily found, making it a shift action to withdraw. Some rare versions of these bags only allow items to be taken out by the person who deposited the item. The weight of the bag is affected by the amount of items put in, but items weigh only 1/20th of their normal weight inside the bag.

These bags have obvious uses for merchants. A single merchant with a medium sized infinite bag can store an entire stock in one inconspicuous place. It makes travelling more convenient and affordable. Unfortunately, bags large enough for commercial use are quite rare. The more common small bags can be used to store any number of secretive or personal items. Often they are worn on the neck or belt for easy travelling.

The Uncommon

Sandals of Sure Footing
These sandals, weaved of reeds, allow the wearer unnatural balance. The subtle symbols woven into the reed patterns give the wearer the ability to traverse terrain normally hazardous with little fear. In PTA the wearer is treated as having the Alacrity Feature (see Ninja), though it does not increase the wearer's Movement Capabilities. In PTU these sandals grant Naturewalk (all terrain).

These sandals do not have any particular region associated with them, nor any particular group of people that would like to obtain a monopoly on them. The Sandals of Sure Footing can be of use to anybody. Like all relics this is highly sought after, though it is one of the lesser known relics.

Gloves of Terrafirma
These gloves were used by ancient warriors to shape the field of battle. When activated (trainer action) the user can create three meters of wall within ten meters from raising the earth. These walls cannot be attacked or moved through, have 10 effective defense and special defense, and 60 hit points. The walls are 1 meter high and 1 foot thick, though they can be stacked on top of each other. The Gloves can only be activated once every three rounds.

The Gloves of Terrafirma are most famous in the modern world for their use in the Achaemian Empire's military. A small force of 100 highly trained warriors wield the Gloves in battle. Known as the Shields of Groudon, these warriors use their powers to shape the field of battle for the Empire's victory. Outside of this highly specialized unit the Gloves are used on an individual basis.

The general term for this kind of weapon is Runesword because longswords make up the majority of weapons that received this upgrade in the Vardamir Empire, Runeblade is a more technical term. Any sort of edged melee weapon could have been turned into a runeblade during the years of the Empire. In PTA a Runeblade may be activated five times per day, and it costs 1 AP to activate in PTU. When activated, a weilder with the Weapon of Choice feature in the specific runeblade's form makes an arms or struggle attack, the user can activate the runesword as a free action. The mystical runes running along the blade's length cause the melee attack to blast outwards to be a ranged 4, 1 target move. Most runeblades will be discovered or bought with a certain number of enhancements already in place, but they can be upgraded like any other item.

During the Vardamir Empire, Runeswords were used by a specific sect of knights referred to as the Runemasters. This order of knights operated in the middle section of Iussus, in what would eventually become the three kingdoms. Because of this, runeswords are most often discovered in Galla, Miristan, and Attica. Depending on the finder, these weapons either stay in use with the military of the three kingdoms or are taken by boat to some other market. In recent years, large numbers of scimitar runeblades have been discovered in the middle of the Haraneese deserts, but these are generally kept inside the country to be used for the escalating civil war of Carthak. In general, they can be found in possession of warriors of high rank or high wealth. Generals, guards of rich nobles, and elite assassins will be found in possession of these blades more often than not.

Flying Carpet
Flying carpets are a specific type of vehicle that was created in the southern regions of Iussus and all of Harena during the Empire's reign. Unlike other types of vehicles, they require no power source to move, and they do not take up any actions on the part of the user to control. Mounting and dismounting a carpet is a shift action for pokemon or humans. Up to two medium creatures can ride, with a sky speed of 8 (or 6 if more than one creature occupies the carpet). Users are unable to make melee attacks from carpet, and ranged attacks, features, abilities, or powers take -3 to their accuracy roll.

These modes of transport were especially popular in desert regions where weaving carpets was a form of artwork, and flying carpets were masterpieces of this market. All nobles in these regions had at least one that they traveled on regularly, and this tradition continues on. Many of the richest nobles in Carthak travel through town on carpet while slaves jog alongside while carrying a palisade to cast shade on the affluent.

Scrying Glass
This concave mirror holds unique properties that are useful for spying or espionage. Upon activation, the user can see through the glass for five minutes each day. The user can only look upon a target that they have seen with their own eyes, and must give a donation of blood to the glass before using it. While there is no range limit for this ability, the scrying glass cannot see through barriers that protect against phasing. Only visual senses are engaged in this activity; the user cannot hear any words spoken, though users of this item oftentimes train as lip readers.

While this item is quite useful, it also has significant limitations associated with it. Most upper nobles and royalty are almost constantly protected by walls enchanted to keep out a scrying glass, so this item is much more useful for low level espionage. Additionally, the requirement of needing to see the target with their own eyes first puts significant limitations on who it can be used on. Even so, scrying glasses have been used for centuries quite effectively. Town guards often employ this item on suspects of cases, though few people know of the glass's existence in the town.

Rings of Shared Pain
Two rings, usually gold or silver, look exactly alike. These matched rings create a bond between the two wearers (human only). Any damage that one takes is automatically split evenly between the two (round up in the case of decimals). Any effects other than damage: trapping, status effects, etc, are applied only to the original target. In the event that one of the targets has died, all damage instead is dealt to the partner. In the event that both parties are dead, the rings temporarily stop functioning. Care should be taken to remove the ring before the user faints, because the effects will not stop until the wearer is dead.

These rings are most often used by important people as protection. They wear the ring, and place the other on one of their guards who isn't likely to ever see combat detail. In the event on an attack on the master's life, half of the damage will be dealt to a person who will most likely not faint, giving the master time to escape while the assassin is dealt with by his personal guards.

Circlet of the Empty Soul The Circlet of the Empty Soul is a fairly simple piece of jewelry. It is adorned onyx gemstone and metal inscriptions of runes of varying degrees of power. The Circlet renders the wearer undetectable via Telepathy and suppresses the wearer's ambient Aura. This effect makes it seem as though the person completely lacks aura or mental capabilities. It also has the unfortunate side effect of rendering any attempt at communication via telepathy or aura useless.

The Circlet is most useful to those who need to be invisible. It's effect means that the Circlet is next to useless when they are in an exposed situation, because it will be obvious that the wearer is hiding something. However, spies and thieves who seek to remain unnoticed to those who use aura or telepathy to find intruders find the Circlet extremely useful.

The Rare

Legendary Whetstone
This whetstone resembles any other, except under the light of a full moon, where faint arcane symbols glow. After using the whetstone on any bladed or thrusting weapon three consecutive days, any user using the weapon is treated as using Focus Energy (this does not stack with any other sources of Critical hit expansion). So long as a weapon is sharpened by the Whetstone at least once every 24 hours, the effect persists. A DM might decide that the Whetstone can be used on any pokemon who knows the move Sword Dance. At the GM's discretion, the expanded Critical Range may only apply to moves that use the natural weaponry that was sharpened by the Whetstone.

There are very few of these whetstones travelling around the world. Generally, their users are either known for flashy fighting styles or precise, minimalist attacks. The Dewott Armory of Corus, the capital city of Galla, is famous for providing the services of their Legendary Whetstone to those who visit once every day … for a price of course.

This piece of canvas will always catch a breeze, no matter if there is one or not. Anyone holding the cloth, or at the helm of a boat using it as a sail, can control how 'fast' the 'wind' the cloth catches, maxing out a Hurricane force winds. An individual can unfurl the Sailcloth and use the wind it catches to glide. This allows the user to raise 1m above the ground from the unfurling then moving twice the user's Overland as a Shift action, in a straight line, descending 1m per round till the user reaches ground once again.

Prized by seafaring merchants everywhere, Sailcloths are used to make transportation more efficient and profitable for all involved. A trader with a sailcloth is one of the most successful men in the business, but also one of the men most attacked by fellow merchants and pirates.

Cloak of Distortion
This cloak, woven from fine silver thread and embroidered with black symbols, causes the wearer's outline to shift and blur constantly. This distortion causes a variety of useful effects that make the cloak invaluable for anybody who enters combat or tracks on a regular basis. In PTA, any attacks made against the wearer have an effective AC 2 higher than normal. Additionally, the wearer receives a +5 bonus to dexterity checks made to move silently or avoid being seen. Additionally, once per day, the user may cause an attack that cannot miss to miss as an intercept. In PTU, the effects are identical, except that instead of a bonus to dexterity checks, a +2 bonus applies to Stealth checks.

The cloak of distortion is often used by assassins. The track bonus and increased dodge chance makes it a very desirable object for them. Several known assassins have used them throughout the years, though some of the rumors have been exaggerated to the point of making the assassin all but invincible. After the assassin is killed, governments lock it up in secret vaults in the hope that new killers won't get their hands on it, but the cloaks always go missing in the end.

Teleportation Cloak
Another cloak covered in woven runes, the Teleportation Cloak is much less well known than the Cloak of Distortion, but its effects are rather impressive. In PTA, the wearer of the cloak, as a shift action, can teleport their overland speed. This teleportation requires line of sight to the destination. Teleportation does not trigger the effects of Spikes, Stealth Rock, or Toxic Spikes. In PTU, the user gains a teleporter capability equal to the user's overland speed-3. This capability cannot be increased by any means, including knowing the move teleport.

While rare, these cloaks often have rumors swirling around them. Like with the Telekinesis Ring, many people have used this cloak in an attempt to pass themselves off as image magicians. While the teleportation power of the cloak is less than what a psychic pokemon or true psychic can produce, the cloak works continuously throughout the day. Judge Gerald of the Achaemian Empire is rumored to be a psychic due to his unique movements on the battlefield, though he actually is using one of these cloaks.

The Unique

Nefertiti's Anklet
This small, plain looking anklet made of high quality gold is an extremely powerful magical relic. Its inside is inscribed with symbol runes that give it its power. In PTA, Nefertiti's Anklet gives the woman wearing it the ability to use the Mind Control feature on her husband once per day. The husband has no recollection of being controlled, but believes all actions to be done by his own volition. Men attempting to use this item are driven insane. In PTU, once per day, the wearer can control her husbands actions for 15 minutes (and he believes all actions were done by his own volition) or she can implant a single idea or concept that will take root in her husband's mind.

Made famous by a Carthaki Pharaoh's wife Nefertiti, the anklet has been used by women to control men for centuries. Using its power, Nefertiti became the effective ruler of a country that only allowed males to become Pharaoh. After her death, the anklet was lost in a great fire, and it did not resurface for an entire generation. The anklet has a habit of disappearing suddenly and reappearing years later. Though nobody is aware of the fact, the Anklet is currently in Sarn, where the woman who owns it married solely to use its power.

Seven-League Boots
These large, black leather boots are tall and sturdily built. Golden symbols run across the well worn soles of these pieces of footwear. When used, the wearer accelerates at an exponential rate, eventually travelling thousands of miles in a matter of minutes. When activated, every consecutive round that the user spends using two shift actions, their overland speed doubles. Eventually, the user appears to be appearing and disappearing from individual locations as he moves at speeds faster than sound. The boots may only be used for fifteen rounds each day, though it need not be continuous. The user cannot perform a trainer action for a number of rounds after the boots deactivate equal to the amount of rounds that the boots had been active. The boots do not grant the user the ability to travel over surfaces they would normally be unable to, and it may only be used with an overland movement.

It is believed that there are three pairs of Seven-League Boots in the world, though their locations are constantly changing due to the nature of the item. Currently one of the members of the Circle (see Organizations) uses the boots to travel the globe in the blink of an eye. The locations of the others are less certain, though it is thought that some of the Barrir tribesmen of Carthak are sharing a pair and using it to communicate with other tribes throughout the desert. The location of the last is currently unknown.

Totem Mask
These creepy masks are fashioned in the shape of a pokemon's face. Unlike other relics, the Totem Masks were not made by the Vardamir Empire. In fact, their origin is unknown, although one scholarly expert in Wild Magic (who is ridiculed by his peers for his interest in 'children's stories) believes them to be a product of the Wild Magic that permeates the earth. When the sun sets on the night of a full moon, the wearer of the totem mask transforms into a neutral natured pokemon of their trainer level x 2 with the first ability listed in the pokedex. These masks permanantly fuse with the wearer's face after the first transformation. The transformation ends at sunrise. If a trainer's effective level is not sufficient for a pokemon to reach the form (eg. a lv 5 trainer with a Tyranitar mask), they go insane when the transformation would occur. A person knows intuitively if putting on the mask would harm them. One mask exists for each nonlegendary species of pokemon.

These are found almost exclusively in Ohtar, though not every mask has yet been found. Powerful mystics and shamans often find these masks, and it gives them yet another connection to the natural world. In a way, these masks represent the raw natural forces of the Forest of Mysteries. Two of Ohtan Council wear masks: one wears the Gengar mask, while the other wears the Seviper maks. To mystics, it is a symbol of bravery and power wear one of these masks, and sometimes commoners without magical talent will put one on simply for the boost in status.

Zanshinn Ruby
The Zanshinn Ruby is one of a kind, and is an invaluable tool to those involved in espionage, assassination, and deceit. This Ruby, usually set in an earring or gold band, changes the user's aura to whatever the user wishes it to be. It also prevents other from magically detecting lies you tell, gives you immunity to mind reading, and erases any psychic residue you might leave.

Originally created by Zanshinn, a powerful mage who lived during the height of the Vardamir Empire, this Ruby has a long and bloody history. It has been used in the assassinations of no less than 49 monarchs, and its current wearer is plotting the 50th (his target is King Jonathan of Galla). It's powers are rather legendary to those who know about the ruby, but very few know of its existence. Those who do are constantly searching for the Ruby; this habit, combined with attempted assassinations, mean that the wearer of the ruby tends to have a significantly shorter lifespan than the general human populace.

Decanter of Endless Sand
This waterskin seems to have an endless supply of water within it. However, the water it produced is in fact sand, magically altered to be water. Any water produced by the Decanter will revert to sand at sundown, transforming any water it is in contact with to sand as well. Anyone who drinks from the Decanter must make a DC 21 CON check in PTA/21 Body check in PTU, or be turned to sand at this time. Even if one succeeds at the check, takes 5d12 damage.

This item, due to its nature, has been traditionally associated with Chandra and Harena. It's current whereabouts are unknown, as there have been no rumors of people turning to sand recently, a telltale sign of its presence. Unlike some of the other unique relics, this one is widely known of. There is a myth that the Harenese desert is the result of one of these cursed items mixing with the once lush Harenese landscape, turning the continent into an arid desert overnight. In reality, the effect can only span a 5m from the cursed water.

The Bulwarks

The Bulwarks are a series of shields of varying power. Each was inspired by the Impenetrable Bulwark, which was used by some of the most famous warriors of the Vardamir Empire.
The imitations pale in comparison to the original, but their side effects are less drastic, and they were cheaper for the Vardamir Empire to produce. Today, Bulwarks are most common in central Iussus, especially Serrin and the Acheamian Empire. Depending on the number available, entire units of troops may be equipped with lesser versions, or commanders use them for protection on the field. Be sure to check the mechanics section for rules on using shields.

Impenetrable Bulwark
This item looks like a Bastiodon's head, except crystal clear diamond and is said to be crafted from a primordial Bastiodon. In PTA the Impenetrable Bulwark is a level 100 Shield, with +6 RB, and does not penalize attack rolls like a normal shields. In PTU it is a Heavy Shield usable as a shift action. Additionally, the shield allows the user to use the Move Protect as a Free Action, without taking further actions. This is can be done at a Battle/Scene Frequency. Additionally, the user can Ready the Bulwark, consuming both the user's Shift and Trainer actions. While Readied, the user is treated as having the Magic Guard ability and may use Protect, At-Will, as a Free Intercept Action, consuming no other actions, effectively making the user immune to all forms of damage. However, the Bulwark can not be readied constantly. After 1d6+8 rounds of Readying, the Shield's magic is drained, acting as a mundane Level 100 Shield. After 24 hours, the shield's magic is restored. The user has no indication if the shield's magic has been depleted, typically resulting in the death of the user. Users of the Bulwark suffer from extreme cases of hubris. They believe they are immortal until the magic's are depleted, at which point the user's overconfidence becomes his undoing. No one can deny the Bulwark's success though, as it won many battles for the Vardamir Empire.

Lesser Bulwark
In PTA this item is a lv 20 shield that grants an additional 1 DR ontop of its level and RD. In PTU this is simply a light shield shield. The shield is crafted from a Shieldon's head. Additionally, the user may use Protect, as the Move, At-Will. After the first use of Protect, there is a cumulative 20% chance of the magic's depleting, forever, rendering the shield a mundane version. This timer resets at the start of each day, though if the magic is depleted, it is gone forever.

Greater Bulwark
In PTA this is a lv 40 shield that grants an additional 2 DR on top of its level and RD. In PTU this is simply a heavy shield. Like the Lesser Bulwark, it is crafted from a Shieldon's head. The user may use Protect, at a Battle/Scene Frequncy.

True Bulwark
These shields were the closest that smithies during the Vardamir Empire came to replicating the original. Crafted from powerful Bastiodon head, these shields are identical to Greater Bulwark's, except they and grant +2 RD instead of additional 2 DR. In PTU it has the same protection effect as the Greater Bulwark, but it is a light shield that is usable as a shift action.

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