# The First Remnants Each Remnant is written as Boon, Bane, and Form, with its world named where it is bound. Nothing here lists a number or a payable cost. The LoreMaster and the player settle the specifics together, every time. Treat the Boon as what it can do at full reach and the Bane as the price always being paid, and draw the exact line at the table. None of these name a bearer or a history. Who carried them, and what it did to them, is for a table to discover and invent. ## World-bound Remnants ### The Vitric Equation *Akkoroka.* Boon: rewrite living flesh like a formula, healing, reshaping, or perfecting any body including your own, and it holds. Bane: the Equation shows you every flaw in everything that lives, and the urge to correct it never quiets. You remake what was fine, improve what no one asked you to touch, and the people you reshape rarely forgive being treated as a draft. Form: Act. ### The Kept Light *Amaranthia.* Boon: hold a thing in light forever, a person, a place, a memory, kept safe from time, harm, and corruption. Bane: the light is fed from your own life. Every kept thing dims a piece of your memory and your warmth, and you cannot stop reaching for the next one, hoarding moments behind glass while your own days pass unkept and the living grow tired of a keeper who will not let anything go. Form: Act. ### Skytear *Avemriol.* Boon: command the sky, fly, raise storms, tear the air open at will. Bane: the sky claims you back, your body growing less solid the longer you ride it, until one day you may simply not come down. Form: Passive, with an Act to call the storm. ### The Fond Flame *Brimsever.* Boon: fire answers your hand. By an Act, set the ground ablaze as wide as you will it, and your strikes carry that flame. Bane: the flame loves you no less than its victims. Whenever it burns, it burns you the same, and it is not always careful about who else stands close. Form: Act, with a constant smolder you never fully put out. ### The Churning Coin *Burhallow.* Boon: bend luck, turning any outcome around you toward fortune. Bane: fate frays where you bend it, so the misfortune you dodge lands instead on whoever stands nearest, friend as easily as foe. Form: Reactive. ### The Brood Heart *Crixalis.* Boon: bind others into your hive, their minds linked and bodies bent to one will, yours. Bane: a hive has no single self. The more you bind, the more your own wants dissolve into the swarm's, until you cannot tell your will from theirs. Form: Act. ### The Elder Seed *Eldarwyn.* Boon: plant a memory in living wood and the forest makes it real again, including the dead as it knew them, returned whole. Bane: the forest keeps a thread in everything it gives back, drawing them home a little more each season, so the ones you fought to return grow slowly distant, quiet, and half-rooted, until you must grieve them a second time while they stand in front of you. Form: Act. ### The Martyr's Bloom *Elysara.* Boon: take any wound, curse, or affliction from another into yourself, and bloom stronger for bearing it. Bane: you cannot stop taking it. Every suffering near you flows in whether you will it or not, and you cannot choose whose, or refuse the ones that would break you. Form: Passive, with an Act to pull a burden across distance. ### The Ninth Life *Felidae.* Boon: cheat one outcome, death, capture, or failure, undone and tried again. Bane: luck kept is luck owed. Each cheat raises the price of the next, the debt quiet until the day the whole of it comes due at once. Form: Reactive. ### The Paradox Heart *Garyx.* Boon: be two opposite things at once, burning and freezing, solid and unmade, here and elsewhere. Bane: the contradiction does not stay inside you. Flame and frost erupt outward without warning, striking whatever and whoever happens to stand near when you slip. Form: Passive. ### The Marrow Verse *Karn.* Boon: read the marrow of the living and the dead, taking an ancestor's strength, skill, or memory into your own bones. Bane: what you take, you keep. The dead do not leave, and their strengths arrive with their grudges, their hungers, and their voices, until you are a crowd wearing one body. Form: Act. ### The First Facet *Kwuhara.* Boon: crystallize anything into flawless, permanent gem-form, a moment, a power, a self, held perfect and unbreaking. Bane: the resonance never stops singing, and it teaches you to hate everything soft, changing, and alive. You begin to crystallize what should have been left to grow, trading the messy living world piece by piece for a collection of perfect, silent things. Form: Act. ### The Titanbrand *Mireleor.* Boon: brand a law into the world where you stand, making it true, gravity, flame, loyalty, by carving its rune into reality. Bane: a brand holds only as long as you do, and breaks violently the moment you falter, and each one thins the leylines beneath you toward the kind of collapse that swallows cities. Form: Act. ### Heart of Mireth *Mireth.* Boon: you cannot die while you stand on living ground. Bane: Mireth does not lend its strength freely. Roots bind you, so you cannot be forced from your place, and to leave it of your own will you must tear free and bleed for every step. Form: Passive. ### The Rekindling *Mortavia.* Boon: relight the dead, bringing back anyone whose ashes you hold, burning with borrowed life. Bane: the flame is your own lifeforce, so everyone you raise burns a piece of you, and each of them remembers dying, and blames the hand that called them back. Form: Act. ### The Spoken Doom *Natbakka.* Boon: read what is coming and speak one outcome into certainty, making a prophecy true. Bane: a fixed future drags everything toward it. You cannot stop what you have foretold, even when you would give anything to, and it pulls the innocent in alongside the guilty. Form: Act. ### The Leviathan's Pearl *Neriad.* Boon: link to every living thing in reach, to feel them, move them, or drown them in your will like a tide. Bane: the link runs both ways. Their pain and fear and need flood you without pause, and the deep things, which are always listening, notice an open mind and begin to swim toward it. Form: Passive, with an Act to turn the tide. ### The Godscar *Oroniel.* Boon: call the primordial spirits that scarred the world and bind an elemental god-fragment to your command. Bane: a god-fragment does not stay bound. It pushes its will through yours a little more each time, spending your hands on its own ancient grudges, and one day it may not give them back. Form: Act. ### The Warden's Chain *Pandemonium.* Boon: chain anything into stillness and silence, a being, a power, a piece of Discord itself. Bane: you hold it where Discord is sealed, so its voice is always in you, patient and reasonable, and every use moves you one quiet step closer to agreeing with it. Form: Act. ### The Unwritten Page *Sable.* Boon: tell a story and make it true, writing events, people, even history as you speak. Bane: stories overwrite each other, so the more you write, the less anyone can trust what truly happened, and the more the people in your life remember a you that you never were. Form: Act. ### The Unlidded Eye *Scitnix.* Boon: see and know anything you turn your attention to, hidden, distant, sealed, or forbidden. Bane: you cannot look away. Everything floods in at once, secrets that make you a target and truths that make you unwelcome, and you will know things that no one forgives you for knowing. Form: Passive. ### The Eclipse Glass *Sellenia.* Boon: step through any reflection to any other, and leave a perfect double of yourself in your place. Bane: each double carries a piece of your warmth away with it, so the more you send, the colder and emptier you grow, until the people who love you no longer recognize who comes back. Form: Act. ### The Sounding Stone *Shadakar.* Boon: command the living ink of the Abysm, drawing shadow, drowned memory, and the things lost beneath it up to serve you. Bane: the Abysm takes a memory of yours for every one it lends, and it does not let you choose which, so the longer you sound its depths the less of your own life you can still find. Form: Act. ### The Deeproot *Shervinaw.* Boon: command all root and growth, raising living walls, binding foes, regrowing what was destroyed. Bane: the growth does not stop where you mean it to. Root and bramble swallow the ground for miles, choking road, field, and ally alike, and it answers your strongest feelings rather than your commands. Form: Act. ### The Miregut Seed *Sporion.* Boon: spread your spores into any living thing and make it part of you, its body, skills, and memory yours. Bane: assimilation runs inward too. Every host blends into you, their fears and instincts surfacing as your own, until your sense of self thins to a single shared and hungry will. Form: Act. ### The Thornward *Sylvanoth.* Boon: raise thorns and snares from nothing, trapping anything, anywhere, in living barbed wood. Bane: the thorns feed on feeling, and they bind everyone caught in shared pain, so your allies bleed with your enemies and you cannot shut the wound off once it is open. Form: Act. ### The Quarry Brand *Thaloryn.* Boon: mark any quarry and you cannot lose it, tracking across any distance or world while it can neither hide nor rest. Bane: the hunt is all that is left. You cannot rest, cannot turn aside, and in time the brand sets itself on the people you love, because it does not care what you call prey. Form: Passive, with an Act to set the mark. ### The Unfated Mark *The Scere.* Boon: refuse fate, so no prophecy, curse, or destined end can touch you. You stand outside the thread. Bane: outside the thread nothing holds you up either, so luck collapses around you, and the world keeps trying to force you back in by breaking whatever you build. Form: Passive. ### The Tempral Coil *Therion.* Boon: bend time in the moment, taking extra actions, rewinding a wound, or aging a foe to dust. Bane: the time is stolen from your own life. You age while those around you do not, outpacing and outliving everyone you know, until you are a stranger to your own years and to the people in them. Form: Reactive. ### The Unmoved Stone *Ursathar.* Boon: become immovable and unbreakable, so no force can move, harm, or topple you. Bane: nothing can move you, which means you cannot move either, cannot act, react, or reach anyone who needs you, only endure, and the longer you hold it the harder it becomes to ever let go. Form: Passive. ### Sunderbane *Valoria.* See its own section below. This is Valoria's Remnant and the most storied of them all. ### The Turning Wheel *Verdantia.* Boon: command the seasons around you, blooming, withering, freezing, or renewing the world at will. Bane: your heart turns with the seasons you cast. You cannot hold a steady self, swinging from spring warmth to winter despair on the magic's cycle, and those near you never know which you they will meet. Form: Act. ### The Glacier Heart *Vulkaris.* Boon: freeze any wound, poison, or death in place, so you and yours cannot die while the cold holds. Bane: the cold spreads inward, freezing feeling, warmth, and care out of you, until you keep people alive long past the point you can remember why you wanted to. Form: Passive. ### The Crimson Thirst *Vyrathis.* Boon: drain the lifeforce, youth, or power of any you touch and take it as your own, endless vitality. Bane: the Crimson Haze rises in you, each draught decaying your memory and steadying nothing, until you forget who you were draining and why, and reach for the nearest warmth without choosing to. Form: Passive, with an Act to drain at a touch. ### The Leyloom *Wildermire.* Boon: weave the leylines like thread, rerouting magic, binding power into silk, stitching reality's seams. Bane: you become a knot in the weave. Cut off from the lines you weaken and sicken, and pulling too hard to fix one thing tears another somewhere you cannot see, often where someone is standing. Form: Act. ### The Empyre Ember *Wylv.* Boon: hold a captive sliver of sun, radiant power, the turning of metal and flesh to gold, draconic might. Bane: the light burns you out, each use aging your power toward ash, and a hoarder's greed grows in you alongside it, until you cannot share or spend or give away anything you hold, including the people. Form: Act. ## Sunderbane *Valoria. The Madstone reforged by Draedon Vesper, its dimensional binding later studied beneath Valoria by the Smithlocks.* Sunderbane does not wound. It erases. Anything the blade kills is gone from existence and gone from the timeline, as though it had never lived, never acted, never been. No body, no grave, no memory of it in anyone who knew it. - **Boon.** Whatever the blade kills is unmade, struck out of the present and the past alike, leaving no trace it was ever there. - **Bane.** It will not be carried lightly. Sunderbane binds its bearer to the world it was found on and slowly fuses to the hand that holds it. The wielder cannot cross to another lore-filled world, and with time the blade stops being a thing the bearer holds and becomes part of the bearer. That is the price of the sharpest edge in the Sphere. - **Form.** A weapon, passive in its binding, an Act in its killing. Sunderbane is the example the unbinding rules warn about. It binds not to a world but to a person, and there may be no rite that frees it without unmaking the one who tries. ## Lost Remnants Unbound, tied to no world, and the most dangerous things in the Sphere because nothing anchors them. These travel with whoever is fool enough to hold them. ### The Blazing Sun A sun the size of a fist, and the death of worlds. Boon: loose it and it burns whatever you turn it on, a field, an army, the substance of a world itself. Bane: a sun cannot be held without cost. It sears the bearer without pause while held, and unleashing it fully risks being consumed alongside the target. Form: Act, searing constantly while borne. ### The Pentifax An ancient tome of summoning. Boon: read a name from its pages and the monster who bears it is summoned, bound to serve. Bane: every name you read writes one of yours onto a later page, and with each summoning you unravel a little further toward Discord, the ink spending you to pay for the binding. Form: Act. ### The Keystone Blade A blade that cuts doorways. Boon: open a threshold between any two places or worlds and hold it as long as you like. Bane: every door left open lets something through that you did not invite, and once it has your scent, it follows you through the next one. Form: Act. ### The Vowseal A signet that makes promises absolute. Boon: any oath sworn to you binds the swearer beyond breaking. Bane: you cannot break your own word either, ever, and in time you can no longer tell which oaths were truly yours and which the seal made for you. Form: Passive. ### The Namereaver It knows the true name of everything. Boon: speak a thing's true name and command it once, utterly. Bane: each name you speak, you forget one of your own memories to make room, until enough are spent that you no longer answer to your own name. Form: Act. ### The Dirge Engine A wheel that tolls for the dead. Boon: turn it and the recently dead rise to serve until it stops. Bane: it tolls for the living too, drawing the death it raises toward whoever stands nearest the wheel, and you cannot always tell whose end it is winding down. Form: Act. ### The Ninefold Eye It sees every branch of every choice. Boon: see every outcome of a decision before you make it. Bane: you see them always now, even unwanted, so certainty is gone and every path looks equally real and equally false, and you begin to mistake the lives you did not live for ones you did. Form: Passive. ### The Glutton Star A dead star that feeds. Boon: consume any power or ability and make it your own. Bane: the hunger is never sated. Between meals it eats your own strength, and it grows louder the longer it goes unfed, until it turns you on anything with power left to take. Form: Act. ### Discord's Breath The exhalation of the god of death, caught and kept. Boon: breathe it out and whatever it touches withers, ages, dies, or simply stops. Bane: you breathe it in as much as out. It is always in your lungs, cooling you toward the stillness it carries, and it does not distinguish the breath you meant to give from the ones you did not. Form: Act. ### The Seeker's Cinder A coal from the Primordial Forges, still warm. Boon: brand reality the way the old forges did, reshaping a law of the world where you stand for a time. Bane: branding reality brands you back, each use burning a permanent mark into you that the world afterward treats as simply true, whether or not you wanted it so. Form: Act. ### The Hollow Hour A relic that stops time. Boon: halt time for everything but you, briefly. Bane: the stopped time is taken from your own lifespan, and you alone age inside the frozen moment while the world does not, spending years in a silence no one else will ever remember sharing. Form: Act. ### The Unburdening A relic that takes away. Boon: lift any burden from yourself or another, a memory, a wound, a grief, a curse, and it is truly gone from them. Bane: it does not destroy what it lifts, only moves it, setting the whole weight down on someone else within reach, and it is never the bearer who pays. You are left whole, watching the people closest to you carry what you could not. Form: Act. ## Authoring template Copy this per Remnant. Keep it loose. Numbers are for the table, not the page. - **Name.** - **Binding.** Which world, or unbound. If unbound, expect it to be worse. - **Boon.** The impossible thing it does, at full reach. - **Bane.** The price always being paid, scaled to the Boon, never optional. Reach past the body. Take the mind, the will, the people beside them, or their control of the gift itself. - **Form.** Passive, reactive, or Act.