Artefacts of Legend

There are many legendary artefacts scattered throughout Craxumia. These are remnants of the mighty empires that once ruled the planet. Below are those artefacts mentioned in ancient sources, and are presumed to be lost in the ruins dotted around the planet.

## Aethusa's Torso

Current Status: Possessed by Marchosias.

*Aethusa was a great*
Treefather. Cruel Orcs managed to corner Aethusa in a long-forgotten battle They
hacked him to pieces, and fashioned a crude shield from his torso. Occasionally
when the piece is wounded, it remembers what it was and refuses to protect the
owner.

Magical Armour – Shield

Adds an additional +1 to the owner’s Armour Save (for a
total of +2). If the owner fails an Armour Save, the Torso becomes a mundane
shield.

## Ancient Armour of Amon-Soth

Current Status: Possessed by Mordrim

*The Armour of*
Amon-Soth is filled with intelligent scarabs. These creatures are able to knit
back together the worst of wounds, but should they take a good knock, they may
attack the wearer!

Magical Armour – Plate Armour

Regeneration (4+)

Immune to Lethal Strike

For every wound caused to the wearer, they take an
additional wound on a D6 roll of a 6.

## Anti-Magic Focus Stone

Current Status: Lost.

Enchanted Item

*The Anti-Magic Focus*
Stone was created during the time of the Grand Empire. It was used to thwart
the magics of the elves, but proved unstable – it would absorb all magical
power within a mile radius, and often struggle to contain it.

Acts as a Dispel Scroll with the following additional rules.

The bearer has Magic Resistance (2).

If used to Dispel, on a D6 roll of a 4+, the user suffers a
Miscast as if they had Miscast using 5 dice.

## Awful Bagpipes of the Tone-Deaf Minstrel

Current Status: Lost.

*The mighty Sir Robin*
was slain whilst distracted by the cacophony of his minstrel, Dolph the
Discordant. A great curse was placed upon Dolph’s Bagpipes, causing the bearer
to expose their unprotected back to any enemy that charges them. The only way
the bearer can get rid of the Bagpipes is to defeat a great foe whilst in
possession of them.

Enchanted Item

When first required to make a charge reaction, the bearer or
bearer’s unit must pass a Ld test on 3D6 removing the lowest roll. If failed,
the bearer/unit must Flee.

If the bearer defeats another character in a challenge,
their opponent is given the Bagpipes.

You must equip a character with this item when it
comes into your possession. If you cannot, as soon as it is possible, you must.

## Balthasar's Bag of Gold

Current Status: Lost.

*Supposedly, this*
enchanted bag of gold is from another dimension. How it arrived in Craxumia is
a complete mystery.

Wondrous Item

The Bag of Gold generates 1D6x50 Realm Gold in the Income
Phase.

## Claws of Charandis

Current Status: Lost.

*Carved from the*
fore-legs of the largest White Lion even seen, these axes carve through enemies
as though they were wheat. These blood-stained weapons are recognised by all
who lay eyes upon them. Once the user has slain an enemy with these axes, the
spirit of the White Lion takes over them, and they become disorientated as
their mind fights back.

Magical Weapon – Paired Weapons

+1 Strength. Lethal Strike. Cause Fear.

If the owner causes a wound in close combat, they gain
Stupidity.

## Collar of Teozach

Current Status: Lost.

*The Daemon Prince*
Teozach was banished from the lands of New Aucklandia in the distant past. The
Dark Gods, angered with his failure, imprisoned his soul within a great brass
collar. Anyone who wears this collar is overcome with an insatiable blood-lust.

Enchanted Item

Frenzy.

This model will never lose its frenzy.

This model, and any unit it joins, takes Frenzy tests on 3
dice, discarding the lowest.

This model loses 1 Leadership for every campaign turn it
does not fight a battle in (to a minimum of 4). The model gains 1 Leadership
for every campaign turn it fights a battle in (to a maximum of 10).

## Crown of the Elven Emperor

Current Status: Lost.

*This is the legendary*
crown of the Emperor of Elves from the time before the Grand Empire.

Enchanted Item

The wearer has Ld 10.

This item extends the Inspiring Presence rule by 6”.

## Cursed Blade of Meoq

Current Status: Lost.

*Meoq was a*
particularly evil murderer so infamous his name is now synonymous with
betrayal. A part of his twisted soul has been trapped within this blade.

Magical Weapon

Armour Piercing (1).

The owner of the Blade has -1 Ld.

## Diadem of Damnation

Current Status: Lost.

*The Daemon Torzak was*
trapped within this Weirdstone Gem by wizards of the Grand Empire. With it,
even the most un-trained mortal can draw upon the winds of magic However, doing
so risks terrible mutation.

Enchanted Item

Treat this character as a Wizard Apprentice with 1 Learned Spell.
They use spells from a randomly generated Path of Magic.

If the character miscasts, they are transformed in a Fallen
Beast (see Warriors of the Dark Gods rules). The Fallen Beast costs 0 points
and can be included in the Army’s list. However, should the Fallen Beast die,
it is removed from the list. The Fallen Beast retains none of its experience,
items etc.

You may re-invest the transformed character’s points in the army.

## Enslavement Collar

Current Status: Lost.

*Collars like this were*
common in the Grand Empire. They stupefied the wearer and were often used to
control slaves.

Enchanted Item

Stupidity

## Everfrozen Shard

Current Status: Lost.

*The Everfrozen Shard*
was uncovered in the desolate north by explorers of the Grand Empire. It is
said that it is so cold, it can freeze fire.

Talisman

The owner gains the Fireborn special rule, but has -1
Initiative.

## Gorbad's Spiky Club

Current Status: Lost.

*Many warchiefs have*
been squished by this mighty weapon, lending it a mystic air in the psyche of
all Orcs and Goblins. It is infused with Waaagh! energy so potent that to wield
it is to risk explodin’! Every time the weapon tastes victory in battle, it
pulses with magical energy.

Magical Weapon – Hand Weapon

Grants the user +1 Strength in close combat and Armour
Piercing (1). The club has Lethal Strike against enemy characters.

Every time you slay an enemy character with this weapon,
roll on the Miscast table as if you Miscast a spell using 3 dice.

## Grandfather's Grimy Gear

Current Status: Lost.

*This cursed plate*
armour looks like any other set of plate armour, until it is worn. Once on the
owner’s body, the Grimy Gear reveals its true appearance. The lining of the
armour becomes slick with pus, and sticks to the owner. It rusts in seconds,
and gunk oozes from every crack. The armour is still strong, but the wearer
suffers greatly.

Magical Armour – Plate Armour

The owner has Poisoned Attacks in close combat.

Any model (including friendly models) in base contact
suffers a Strength 1 hit with Armour Piercing (6) at Initiative 0 during every
close combat phase (even if not engaged in combat).

You must equip a character with this item when it
comes into your possession. If you cannot, as soon as it is possible, you must.

## Lord Tlanextic's Glyph of Creation

Current Status: Possessed by Kazador.

*The Saurian prophet,*
Lord Tlanextic, created this Glyph in the distant past. With it, he was able to
create new islands by causing the ocean floor to rise.

Wondrous Item

The Glyph of Creation allows the owner to take the following
Action in the Army Phase:

Raise Land: you may elect any Ocean/Sea/Lake hex within 2
hexes of your Army. Roll a D6. On a 1, replace the hex with a Volcano. On a
2-5, nothing happens. On a 6, replace the hex with a Mountain.

## Maelar's Moonstone

Current Status; Lost.

*In the distant past,*
the Highborn Elf Maelar created the Moonstone. With it, she hoped to bring the
sky down upon what she perceived as the evil of the Grand Empire. While the
enchantment worked, its effects were far from accurate...

Enchanted Item

Once per game, in the Magic Phase, the owner of the
Moonstone may call upon its power. Divide the table into 6 equal parts and
assign each a number from 1-6. Roll a D6. Place the large template anywhere
wholly within the rolled section and scatter 2D6”. Any model under the template
suffers a S5 hit.

The spell breaches a wall or gate section on a 2+ in a Siege
Scenario.

## Sabzhor's Continent Cracker

Current Status: Lost.

*Hundreds of years ago,*
the Infernal Engineer, Sabzhor, created the enormous hammer known as
Continent-Cracker to use against the now immolated Dwarven Hold of Karak Karn.

Magical Weapon – Two-handed Weapon

The Continent-Cracker grants the user +3 Strength and Always
Strikes Last.

Any to-hits made with this weapon that fail are instead
resolved against the owner’s unit.

The Continent-Cracker will breach a wall or gate section on
a 4+ in a Siege Scenario.

It also allows the owner to take the following Action in the
Army Phase:

Crack Land: Treat the hex your Army is on as if it were a
Volcano that just erupted.

## Sabzhor's Protective Sphere

Current Status: Lost.

*Hundreds of years ago,*
the Infernal Engineer Sabzhor uncovered an ancient relic of the Grand Empire
that could generate a great protective sphere. Sabzhor found it would protect
his troops and cities from the volcanoes that pocked his homelands. The
unfortunate side-effect of using the device was the mutating properties of its
Weirdstone engine.

Talisman

Fireborn

Whenever the owner of this item passes a successful Fireborn Ward Save, they must also pass a Toughness test to negate the wound.

This item protects the owner’s army and all friendly constructions
and armies within 1 hex from the effects of a Volcano.

## Seeds of the Elder Tree

Current Status: Lost.

*These seeds were taken*
from the legendary Elder Tree. This tree was said to be truly enormous,
dwarfing even the highest man-made towers. It was felled by The Grand Empire and
used for fuel.

Wondrous Item

Once all terrain has been placed for the battle, you may
place a forest piece anywhere on the board.

The Seeds of the Elder Tree allow the owner to take the
following Action in the Army Phase:

Plant Seed: roll a D6. On a 1, nothing happens and the seeds
are depleted (return to the Artefact Pool). On a 2-3, nothing happens. On a
4-5, the hex the Army occupies becomes a dense forest. On a 6, the hex the Army
occupies and all hexes within 1 become dense forest.

## Shadowstalker's Necklace

Current Status: Lost.

*The Shadowstalker’s*
Necklace once belonged to the Dread Elf Master Assassin Vulre. It allows the
owner to become as a shadow. This affords them protection, but there is a risk
that part of their soul will remain within the shadow.

Talisman

The owner has Ward Save (6+). Every time a successful Ward
Save is made, the character loses 1 Leadership for the remainder of the battle.

## Shattered Shield of Duke Adolphe Durand

Current Status: Lost.

*In the past, Duke*
Durand’s shield was certainly impressive. However, since the Duke’s death, the
shield has never quite had the same strength. While in the right hands the
shield can still turn aside the most devastating of blows, if the user is
inexperienced their over-confidence in the shield can be brutally punished.

Magical Armour – Shield

Ignore the first hit the owner suffers on a D6 roll of a 2+
(One Use Only). If a 1 is rolled, then the hit still hits, but is now at +1
Strength and Armour Piercing (1). The Armour Piercing is cumulative.

## Skin-Mask of Sigmar

Current Status: Lost.

*Made from the flayed*
face of a long dead god, the Skin-Mask is terrifying to behold. Once placed
upon the face, the Skin-Mask will knit itself onto the host.

Enchanted Item

The owner causes Terror.

All units (including friendly units) within 3” have -1 Leadership.

You must equip a character with this item when it
comes into your possession. If you cannot, as soon as it is possible, you must.

## Tchar's Charm

Current Status: Lost.

*Tchar’s Charm allows*
its owner to glimpse into the future. Sometimes, however, it chooses to trick
the owner instead.

Talisman

Activates when the owner fails their first Armour Save.
Re-roll the Armour Save. If this second save is failed, the wound caused has
Multiple Wounds (2).

## Weirdstone Drill

Current Status: Lost.

*The Weirdstone Drill*
is an ancient and enormous machine from the time of the Grand Empire. It is
capable of tunnelling through almost any obstacle.

Wondrous Item

The Weirdstone Drill allows the possessor’s Army to move
through Impassable terrain with a Movement penalty of 3.

The owner’s army may roll 1 additional dice in Attacker
Artillery Fire phase of a Siege Scenario.

## Weirdstone Pendant of Buxohn

Current Status: Lost.

*The Daemon Prince*
Bulxohn attempted to enchant a Weirdstone shard to teleport himself to other
planets. The enchantment failed, but it did imbue the Pendant with a limited
teleportation ability.

Wondrous Item

The Weirdstone Pendant allows the owner to take the
following Action in the Army Phase:

Wild Teleportation: you may elect any hex within 8 hexes of
your Army to teleport to. Roll a D6. On a 3+, you arrive at the chosen hex. On
a 1-2, you are transported to a random hex within D3+1 hexes of your current
position. If you land on a Neutral hex, you are now Enemies with that hex’s
owner. If you land on an Enemy (or Neutral) hex, you count as if you had chosen
to Prepare to Attack this hex.

## Weirdstone Staff

Current Status: Lost.

*This staff was the*
symbol of authority for the Emperors of the Grand Empire. Carved from
Weirdstone, it is a deadly weapon, but it saps the bearer’s vitality.

Magic Weapon

+2 S in close combat.

+1 Ld.

Two-handed weapon.

Bearer has -1 T.