Relics of the Unresolved ¶
The Spire of Thal’axon does not merely rise above Thalureth. It transcends its planes, piercing the Mortal Grove and reaching into places where time, memory and possibility no longer travel in a straight line.
Within its impossible halls rest relics belonging to unresolved parts of Thalureth—people, places and histories the outside world has forgotten, misunderstood or has yet to experience. Some bear the names of mortals who had not been born when the relics were first placed. Others remember battles that history insists were never fought.
These relics were not gathered by mortal collectors. They were born from the power of the world before the Sundering and placed within the Spire by the gods as instruments of restoration. Each carries a dormant fragment of divine purpose, waiting for the moment when Thalureth would once again require healing.
When wielded within the Precipice of Malice, the relics remember.
They remember the Precipice before its corruption, when Radiance flowed through it without malice and the balance of the Covenant remained whole. In response, the divine power placed within them awakens—not simply to make their bearers stronger, but to fulfil their original purpose.
To resist the corruption of the Precipice.
To restore balance to the Covenant.
To help Thalureth breathe again.
Divine Empowerment ¶
Every relic listed here reacts when it is actively wielded or invoked within the Precipice of Malice. Its dormant divine purpose awakens and grants the ability described under Divine Empowerment.
This empowerment is not a conventional transformation. The relic is remembering what it was made to do.
The Branch of Silvar remains separate from these relics. The fragments of the Heart of Gold are bound into the Branch itself, allowing it to fulfil its own purpose within the Precipice.
Relic Index ¶
| Name | Type of item | Brief description |
|---|---|---|
| The Thorn of the Unhealed World | Wand | A Scar-touched focus that reshapes damage and forces open magical weaknesses. |
| The Splinter Rite Conduit | Wondrous item | A ritual instrument that allows its bearer to move through fractured space. |
| Violet Seam of the Mortal Grove | Rod | A spellcasting rod that opens controlled seams in reality. |
| The Last Ledger of Mourn-Gate | Martial melee weapon | A Stone Dragon weapon that records sacrifice and retaliates against those who harm its bearer’s allies. |
| The Blackglass Chain | Wondrous item | A translucent link that binds to a weapon and turns sudden momentum into planar movement. |
| Bhuun’s Absent Voice | Greatsword | A silent golden blade carrying an echo of Bhuun’s lost Radiance. |
| Sundering’s Witness | Glaive or halberd | A blackglass polearm that anchors creatures to the plane they occupy. |
| The Blackened Scale of Bhuun | Shield | A damaged golden scale that absorbs harm intended for nearby allies. |
| The Covenant’s Counterweight | Heavy armour | Armour bearing miniature Scales capable of tilting pivotal moments toward Light or Shadow. |
| Footfalls of Elen | Wondrous item — boots | Pale travelling boots whose footprints sometimes arrive before their wearer. |
| The Cloak of the Unfinished Refrain | Wondrous item — cloak | A protective cloak that turns inspiration and unfinished music into movement. |
| The Light of Kyriagos | Rapier | A luminous blade that reveals and strikes creatures hidden within magical darkness. |
| The Hide of the Unmade Beast | Wondrous item — hide armour | A shifting hide that lends the bearer adaptations from a creature the gods never finished creating. |
| The Seed That Refused Winter | Wondrous item | An ancient golden seed that preserves life while waiting for a healed Thalureth in which to grow. |
| The Mantle of the First Migration | Wondrous item — mantle | A feathered mantle that remembers the paths travelled by creatures lost during the Sundering. |
The Thorn of the Unhealed World ¶
Wand, rare; requires attunement
This black thorn was cut from vegetation surrounding the Overrun Keep. Though removed from its tree, hair-thin roots continue growing from its base. They reach toward nearby cracks, injuries and damaged objects.
While using the Thorn as a spellcasting focus, you gain a +1 bonus to spell attack rolls and your spell save DC.
The Thorn has 4 charges and regains 1d4 charges at dawn.
- Wounded Magic. When you cast a damaging spell, you may expend 1 charge to change its damage type to fire, force or necrotic.
- Open the Wound. When a creature succeeds on a saving throw against your spell, you may expend 2 charges to roll 1d4 and subtract the result from its saving throw, potentially turning it into a failure.
Divine Empowerment: The World Bleeds ¶
When the Thorn is wielded within the Precipice, the divine power sleeping inside it recognises the wound where Radiance was first corrupted. Its roots ignite with golden light, forcing the Scar’s energy to flow according to the relic’s original purpose.
Its bonus to spell attack rolls and spell save DC becomes +2.
Once per dawn, when you expend a spell slot of 3rd level or lower, you may immediately recover it. Violet roots become visible beneath your skin until your next long rest.
When this happens, Thal’zogg becomes actively aware of the Thorn’s location.
The Splinter Rite Conduit ¶
Wondrous item, rare; requires attunement
This collection of metal rings, glass needles and black thread was used by the Splinter Group during experiments intended to attune mortal souls to the Scar.
When you cast a spell of 1st level or higher, you may teleport up to 10 feet immediately before or after the spell resolves. This movement does not provoke opportunity attacks.
You may teleport this way a number of times equal to your proficiency bonus, regaining all uses at dawn.
When damage forces you to make a Constitution saving throw to maintain concentration, you may roll 1d4 and add it to the save. You may do so after seeing the d20 but before learning whether you succeeded.
Divine Empowerment: Attunement Without Distance ¶
Within the Precipice, the rings turn gold while the connecting thread remains perfectly black. The relic remembers when the planes touched without tearing and briefly restores that relationship around its bearer.
The teleportation range becomes 20 feet.
Once per dawn, when you take damage from a creature you can see, you may use your reaction to become partially incorporeal. You gain resistance to the triggering damage and teleport up to 20 feet.
For an instant, you appear to everyone else as a silhouette falling through the Veins of Shadow.
Violet Seam of the Mortal Grove ¶
Rod, rare; requires attunement
The rod contains a narrow fracture of violet light. Looking through it reveals the world a fraction of a second before it happens.
You gain a +1 bonus to spell attack rolls while holding the rod.
Once on each of your turns, when you deal damage with a spell, you may choose one damaged creature. A seam opens beneath it, dealing an additional 1d6 force damage and preventing it from making opportunity attacks until the beginning of your next turn.
You may use this property a number of times equal to your proficiency bonus, regaining all uses at dawn.
Divine Empowerment: Tear Along the Seam ¶
The Precipice reminds the rod that not every opening is a wound. Golden light borders its violet fracture as the gods’ original design returns to it.
The rod’s bonus applies to spell attack rolls and your spell save DC and becomes +2.
Once per dawn, as an action, you may open a 30-foot-long, 5-foot-wide seam. Creatures within it must make a Dexterity saving throw against your spell save DC.
On a failure, a creature takes 6d6 force damage and is pulled to the nearest unoccupied space at the seam’s centre. On a success, it takes half damage and is not moved.
The seam then closes—but something on the other side briefly looks back.
The Last Ledger of Mourn-Gate ¶
Martial melee weapon, rare; requires attunement
The names of the Stone Dragons are carved along this weapon like entries in a merchant’s ledger. Beside each name is a blank space headed WHAT WAS OWED.
The relic takes the form of any martial melee weapon chosen by its first bearer. You gain a +1 bonus to attack and damage rolls made with it.
When a creature within your reach damages one of your allies, you may use your reaction to attack that creature. On a hit, you gain temporary hit points equal to your proficiency bonus plus your Charisma modifier.
You may make this retaliatory attack a number of times equal to your proficiency bonus, regaining all uses at dawn.
Divine Empowerment: The Account Closes ¶
Within the Precipice, the names of the Stone Dragons shine like molten gold. The relic remembers that sacrifice was never intended to remain unpaid.
The weapon’s bonus becomes +2. Its retaliatory attack deals an additional 1d8 force damage. On a hit, the protected ally may also move up to 10 feet without provoking opportunity attacks.
Once per dawn, when an ally within 30 feet would be reduced to 0 hit points, you may teleport into an unoccupied space beside them and become the target of that instance of damage instead.
The Blackglass Chain ¶
Wondrous item, rare; requires attunement
This translucent chain link contains shapes resembling figures once pulled into the breaches beneath the Whispering Oak and Mourn-Gate.
During a short rest, you may bind the Chain to one melee weapon. That weapon becomes magical and gains a +1 bonus to attack and damage rolls.
When you use Action Surge:
- You may teleport up to 20 feet.
- Your movement does not provoke opportunity attacks for the remainder of the turn.
- The first attack you hit with that turn deals an additional 2d6 force damage.
Once activated, the Chain cannot be activated again until you complete a short or long rest.
Divine Empowerment: No Chain Holds Forever ¶
The blackglass becomes transparent within the Precipice, revealing a single thread of Radiance trapped inside it. The gods’ power remembers that chains were first forged to bind wounds, not prisoners.
The bound weapon’s bonus becomes +2.
During the teleportation granted by the Chain, you may pass through creatures and solid objects as though they were difficult terrain. If you end inside an object, you are moved to the nearest unoccupied space and take 1d10 force damage.
When the additional force damage hits a fiend or aberration, that creature cannot take reactions, teleport or enter another plane until the start of your next turn.
Bhuun’s Absent Voice ¶
Greatsword, rare; requires attunement
This silent golden greatsword was forged in imitation of Bhuun’s Radiance. It emits light but produces no sound when drawn, swung or struck against another weapon.
You gain a +1 bonus to attack and damage rolls made with this weapon.
The sword sheds bright light in a 20-foot radius and dim light for another 20 feet. You may suppress or restore this light as a bonus action.
When you empower an attack with Divine Smite, choose one ally within 15 feet. That ally gains temporary hit points equal to your Charisma modifier plus the level of the spell slot expended.
Divine Empowerment: The Silence Breaks ¶
Within the Precipice, the sword remembers Bhuun’s presence before the corruption. For the first time since it was placed within the Spire, the weapon produces sound.
The weapon’s bonus becomes +2. The first time you use Divine Smite on each of your turns, the target emits a thunderous note and takes an additional 1d6 thunder damage.
Once per dawn, as an action, you may drive the greatsword into the ground. For 1 minute, you and friendly creatures within 15 feet cannot be frightened, gain resistance to necrotic damage and deal an additional 1d4 radiant damage with weapon attacks.
The effect ends early if you release the sword.
Sundering’s Witness ¶
Glaive or halberd, rare; requires attunement
A line of blackglass runs through the centre of this polearm. Its blade points toward the Precipice whenever it is left unattended.
You gain a +1 bonus to attack and damage rolls made with this weapon.
When you empower an attack with Divine Smite, you may anchor the target until the beginning of your next turn. An anchored creature:
- Has its speed reduced by 10 feet.
- Cannot teleport or voluntarily enter another plane.
- Remains faintly visible if it becomes invisible.
You may anchor creatures a number of times equal to your proficiency bonus, regaining all uses at dawn.
Divine Empowerment: This Time, Remain ¶
The blackglass line fills with gold when the weapon enters the Precipice. It remembers the instant reality divided and invokes the divine law that existed before the fracture.
The weapon’s bonus becomes +2.
When a creature you can see within 60 feet teleports or moves between planes, you may use your reaction to travel with it, appearing in an unoccupied space within reach of that creature.
You may then make one attack with Sundering’s Witness. On a hit, the creature takes an additional 2d8 radiant damage and cannot teleport again until the end of its next turn.
The Blackened Scale of Bhuun ¶
Shield, rare; requires attunement
One edge of this golden scale has been scorched completely black. Warm light passes through the damaged section, but only reluctantly.
When another creature you can see within 10 feet takes damage, you may use your reaction to reduce that damage by 2d8 + your Charisma modifier.
If this reduces the damage to 0, the protected creature gains advantage on its next attack roll or saving throw before the end of its next turn.
You may use this reaction a number of times equal to your proficiency bonus, regaining all uses at dawn.
Divine Empowerment: The Sovereign Stirs ¶
Within the Precipice, the scale recalls the warmth of Bhuun’s resting place before the Heart was corrupted. Gold spreads into its blackened edge, though it does not erase the damage entirely.
The range becomes 15 feet and the damage reduction becomes 3d8 + your Charisma modifier.
Once per dawn, when you protect a creature, you may cause both yourself and that creature to gain resistance to radiant and necrotic damage for 1 minute.
The Covenant’s Counterweight ¶
Heavy armour, rare; requires attunement
This armour retains the normal AC of its type. A small set of golden and black scales is built into its breastplate. They move in response to decisions rather than physical weight.
The armour has 4 charges and regains all charges at dawn.
When a creature you can see within 30 feet makes an attack roll, saving throw or ability check, you may use your reaction and expend 1 charge to invoke the Scales:
- Light Endures. Add 1d4 to the roll.
- Shadow Ascends. Subtract 1d4 from the roll.
You may decide after the d20 is rolled but before the outcome is announced. After altering the roll, you take psychic damage equal to the number rolled on the d4. This damage cannot be reduced.
Divine Empowerment: All Things Answer ¶
The scales lock into perfect balance within the Precipice. The armour remembers the Covenant as it existed before the gods, mortals or Thal’zogg placed their hands upon it.
The armour has 5 charges and its Covenant Die becomes a d6.
Once per dawn, when a creature within 30 feet succeeds on a saving throw, you may expend 2 charges to force it to reroll. The creature must use the new result.
If this forces a legendary creature to expend a Legendary Resistance, both scales crack. This property cannot be used again until the armour is exposed to the restored Heart or the light of the Empyrean Bulwark.
Footfalls of Elen ¶
Wondrous item, rare; requires attunement
These pale travelling boots are stained with black Brackenwater around the toes. Their footprints sometimes appear moments before the wearer moves.
While wearing them:
- Your walking speed increases by 10 feet.
- Nonmagical difficult terrain costs no additional movement.
- Standing from prone costs only 5 feet of movement.
- You have advantage on checks made to escape a grapple.
A number of times equal to your proficiency bonus per dawn, you may take the Dash or Disengage action as a bonus action.
Divine Empowerment: Step Through the Wound ¶
Within the Precipice, the boots remember Elen’s impossible passage through the Veins and the divine pathways that existed before they became wounds.
Once per dawn, you may cast dimension door without expending a spell slot or material components.
When an attack would hit you, you may use your reaction to momentarily step into the Veins, causing the attack to miss. You then teleport up to 15 feet.
Once this reaction is used, it cannot be used again until dawn.
The Cloak of the Unfinished Refrain ¶
Wondrous item, rare; requires attunement
The cloak’s hem is embroidered with a musical phrase that stops one note before resolving. The final note moves continuously through the fabric but can never be reached.
You gain a +1 bonus to AC while wearing the cloak.
Whenever you grant Bardic Inspiration, you may immediately move up to 10 feet without provoking opportunity attacks.
Once per dawn, when a creature rolls one of your Bardic Inspiration dice and fails the roll, you may cause the refrain to continue. The creature rolls the die again and uses the new result.
Divine Empowerment: Complete the Song ¶
The music woven into the cloak resolves when it is heard within the Precipice. The gods’ unfinished refrain reaches its final note—but another melody immediately begins beneath it.
Your movement after granting Bardic Inspiration increases to 20 feet.
When an attack hits you, you may use your reaction to teleport up to 20 feet. If this moves you beyond the attack’s reach or range, the attack misses.
Once used, this property cannot be used again until you complete a short or long rest.
The Light of Kyriagos ¶
Rapier, rare; requires attunement
This slender blade resembles the weapon described in stories told within the Kyriagos Oasis Tavern. Whether Kyriagos ever carried it or merely inspired it is unclear.
You gain a +1 bonus to attack and damage rolls made with this weapon.
As a bonus action, you may cause the blade to emit bright light in a 20-foot radius and dim light for another 20 feet. This functions like the light cantrip but does not require concentration. You may dismiss the light as another bonus action.
While holding the illuminated blade:
- You can perceive creatures and objects within 10 feet even when they are inside magical darkness.
- Your attacks with the Light of Kyriagos have advantage against creatures within magical darkness.
- You have advantage on saving throws against effects caused by magical darkness.
The blade’s illumination does not dispel magical darkness.
Divine Empowerment: The Road Is Not Ended ¶
Within the Precipice, the blade remembers the uncorrupted Radiance that once filled its halls. Its light becomes warm and unwavering, carrying the purpose placed within it by the gods into the darkness.
The weapon’s bonus becomes +2. Its bright light penetrates magical darkness within 20 feet of the blade, allowing friendly creatures to see normally within the illuminated area.
Once on each of your turns, when you hit a creature within darkness or dim light, the attack deals an additional 1d8 radiant damage.
Once per dawn, you may raise the rapier and cast daylight without expending a spell slot. When cast this way, the light moves with the weapon.
If the blade’s divine power awakens near Kyriagos or his remains, it speaks in his voice:
“The road did not end with me.”
The Hide of the Unmade Beast ¶
Wondrous item — hide armour, rare; requires attunement
This pale hide bears shifting impressions of claws, scales, feathers and antlers. It remembers a creature the gods intended to create before the Sundering interrupted its making. No two witnesses agree on the creature’s shape, but all describe the profound grief that follows its passing shadow.
The armour grants a +1 bonus to AC while worn. Whenever you assume another form, choose one of the following adaptations. The chosen adaptation lasts until that form ends:
- Carapace. You gain a +1 bonus to AC.
- Fleet Limbs. Your movement speeds increase by 10 feet.
- Rending Form. Once on each of your turns, one attack made with a natural weapon deals an additional 1d6 force damage.
- Deep Lungs. You gain a swimming speed equal to your walking speed and can breathe underwater.
Divine Empowerment: Creation Resumes ¶
Within the Precipice, golden outlines spread across the hide as the gods’ abandoned design begins to move again. For brief moments, the shadow of the Unmade Beast stands beside the bearer—whole, alive and impossible.
Whenever you assume another form, you may choose two adaptations instead of one.
Once per dawn, when you are reduced to 0 hit points while transformed, you may allow the Unmade Beast to bear the wound. Your transformation ends and you return to your normal form with hit points equal to half your normal form’s hit point maximum. You suffer no excess damage from the attack that triggered this property.
The Seed That Refused Winter ¶
Wondrous item, rare; requires attunement
This golden seed is enclosed within clear amber and predates the Sundering. It has endured fire, flood and centuries without sunlight, yet remains warm to the touch. It has never germinated. Those who listen closely hear roots moving within it, searching for soil belonging to a healed Thalureth.
The Seed has 5 charges and regains 1d4 + 1 expended charges at dawn. While holding it, you may expend charges to cast one of the following spells from it, using your spell save DC: entangle (1 charge), lesser restoration (2 charges), or spike growth (2 charges).
Once per dawn, when a creature you can see within 30 feet would be reduced to 0 hit points, you may use your reaction and expend 1 charge to cause golden roots to catch it. The creature is reduced to 1 hit point instead.
Divine Empowerment: Spring Answers ¶
Within the Precipice, the amber splits without breaking and luminous roots curl around the bearer’s hand. The Seed remembers that winter was meant to end—even here.
Once per dawn, you may plant the Seed in earth or stone as an action to cast plant growth without expending a spell slot. When cast this way, the spell affects only a 20-foot-radius sphere centred on the Seed and lasts for 1 minute. The Seed returns to your hand when the effect ends.
Friendly creatures within the growth have advantage on death saving throws and regain the maximum possible number of hit points from spells. Hostile creatures treat the growth as difficult terrain.
The Mantle of the First Migration ¶
Wondrous item — mantle, rare; requires attunement
This mantle is sewn from the feathers of species that vanished during the Sundering. At dawn, unfamiliar birds can sometimes be heard calling from within it. The calls always come from somewhere ahead, as though urging the bearer towards a destination erased from the world.
While wearing the mantle:
- Your walking speed increases by 10 feet.
- You gain a climbing speed equal to your walking speed.
- You take no falling damage while conscious.
When you assume another form, the mantle merges into it and that form retains these benefits.
Divine Empowerment: Every Road Was Once Open ¶
Within the Precipice, the mantle remembers a world in which migration crossed the planes without wounds or barriers. Spectral wings unfurl from every feather, each belonging to a different creature lost to the Sundering.
Once per dawn, as a bonus action, you may gain a flying speed equal to your walking speed for 10 minutes. When you activate this property, choose one willing creature within 10 feet. That creature gains the same flying speed while it remains within 30 feet of you. If it ends its turn outside that range, it descends harmlessly at 60 feet per round until it lands or returns to the mantle’s reach.