Artifacts
The Arthurian setting is famous for its magic artifacts. These unique and powerful items have helped shape this world, and its legends. Every person, from the highest lord to the lowest peasant, dreams of finding such a potent item, and either earning the gratitude of the High King by delivering it or gaining fame, power and wealth by using it. Of course, most of these artifacts are extremely selective about who can and cannot use them, and the price of hubris can be extreme.
Boat of Avalon:

Relics & Rituals: Excalibur
© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By Evan Jamieson, Lizard, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Excalibur team
This long, low craft resembles a longboat in form, though it is smaller. The front prow rises up 8 feet above the water and is carved in the shape of a dragon. The vessel does have a single square sail, and this fills with wind even on a still day. The Boat of Avalon can be given directions and follows them unerringly it can be told which direction to go, how far to travel, when to stop, where to turn, and other basic commands. Weather does not affect the boat and it has a top speed equal to that of a galloping horse. The Boat also shields its occupants from harm it has a globe of invulnerability upon it, as well as protection against normal arrows. The owner must know the command word to operate the Boat otherwise
it sits completely still, even if someone attempts to row it away. The ladies of Avalon own this magic craft, and it rarely appears unless they are aboard, or they have entrusted it to one of their closest allies. These three queens are said to be powerful fae, which would explain both how they could create such a boat and why no one has wrested it from their possession.
Cauldron of Valor:
Relics & Rituals: Excalibur
© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By Evan Jamieson, Lizard, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Excalibur team

This large iron cauldron, originally a creation of the god of the underworld, belonged to Diwrnach the giant. The High King owned it briefly, but now it has disappeared again. The Cauldron is a simple way to separate the meek from the bold, the cowardly from the courageous. When a fire is lit underneath and the water within brought to a boil, each warrior present may walk up with his haunch of mutton or leg of lamb or whatever hunk of meat he prefers and dip it into the Cauldron. For those who are brave, the cauldron cooks the meat instantly they pull out a perfect meal. For those without valor, the meat remains raw and cold.
Nor does the Cauldron only distinguish between the two types. It also rewards the brave. The meat boiled in the Cauldron is cooked and seasoned perfectly and tastes excellent. More importantly, the warrior who eats that meat gains +1 to Strength, Dexterity and Constitution, and 1d20+5 extra hit points. These bonuses last only a single day, which is why the Cauldron was traditionally used the night before a major battle the unfit would be found out and sent away, while the rest would enter combat the next day stronger and tougher than ever.
The Cauldron has other uses as well. Liquid boiled in it for an hour or more becomes a potion of heroism, and can be bottled and saved for up to three days before it loses its potency. Bandages soaked in the Cauldron and then applied to a warrior’s wounds act as a cure moderate wounds spell. And blades dipped in the Cauldron have the spell gain a keen edge, as if cast by an 18th-level caster (it lasts for three hours).
Although the Cauldron is an unfailing judge of courage, it does not consider alignment, religion, motives, or anything else. An utterly evil man who has deliberately tortured and slaughtered hundreds can still receive the Cauldron’s benefits if he has shown courage and strength in battle.
The Chalice of the Green:
Relics & Rituals: Excalibur
© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By Evan Jamieson, Lizard, Aaron Rosenberg Christina Stiles and Relics & Rituals: Excalibur team
When a new green knight is initiated, every green knight in the area gathers for the ceremony, and all those who are able travel to the sacred glade to participate as well. Only the green knights themselves know the actual steps and words of the ceremony, and each one will gladly die before revealing a single detail. But the ritual does involve the knights drinking from a particular cup, each in turn, starting with the senior green knight and ending with the new initiate. This cup, the heart of their order, is the Chalice of the Green.
The Chalice is not made of metal, but carved from wood. It is impossible to identify its source, however, for the wood of the Chalice matches every known wood simultaneously. It is as if every tree in the world came together to form this one piece or as if the piece had been carved from the one original tree that every other tree descends from. The Chalice is large, almost 3 feet in diameter and half again as much in height, and although the inside of the bowl is perfectly smooth the outside still bears bark and leaves. No matter what season, the leaves of the Chalice are always healthy and green. Many believe that this cup was not carved, but instead grown by the god of nature, and given to his favorite servant
as a mark of favor.
The powers of the Chalice are many. To start, drinking from it after an already ordained green knight during the ceremony initiates the character into the prestige class and grants him the class abilities of a 1st-level green knight. The Chalice is also a thing of nature, and strips away any damaging spells cast upon the person. Cursed items fall away in its presence and can be handled without danger.
The undead cannot approach within 200 feet of the Chalice, or they are instantly destroyed (as if turned by a 30th-level cleric). The Chalice grants 2d8 points of healing to anyone who drinks from it, if they are not evil. Those of evil alignment take that same amount in damage instead. A drink from the Chalice also serves as food, drink and sleep for one week. And those who drink from it gain two inches to their height (max of six inches to a single character, and no more than one increase very six months). While standing within 100 feet of the Chalice, it increases the caster level of all nature spells cast in its presence by 1, and gives a +10 bonus on all wild empathy rolls. Also, after he drinks from the Chalice, any plant-based attacks against the character are at–2 for to-hit and damage rolls , and +2 on the character’s saves and Spell Resistance. This is a permanent bonus.
The Chalice never leaves the sacred grove of the green knights. Anyone attempting to take it, or even to reach it uninvited, encounters the full fury of that order. Only rarely are non-members allowed even to see the Chalice, and those permitted to drink from it are considered honorary green knights, and lifelong friends of all who bear that name.
Excalibur:
Excalibur, the Legendary Sword of King Arthur, is a powerful and mysterious artifact steeped in legends and lore. In both 5th Edition Dungeons & Dragons and Pathfinder, Excalibur is described as a symbol of rightful sovereignty and is believed to have been forged by a supernatural being to assist worthy kings in uniting the kingdoms and defending the land.
The sword itself is a magnificent and awe-inspiring weapon, with a blade that is said to be as bright as thirty torches and capable of blinding enemies upon being drawn. The words “Take me up” and “Cast me away” are engraved on opposite sides of the blade, prefiguring its eventual return to the water. The handle and pommel of the sword are made of gold and encrusted with gems, adding to its beauty and magnificence.
Excalibur is also a powerful tool in combat, with a +3 bonus to hit, a keen edge that pierces armor, and the ability to deal 2d6 damage as a greatsword. It can also cast “bless” and “true strike” once per day, providing its wielder with a significant advantage in battle. Additionally, the sword cuts through weather such as fog, providing secure footing for its wielder and allowing them to carve through clouds, mist, and even rain.
The scabbard of Excalibur is equally remarkable, providing its owner with protection from normal arrows and restoring their health. The scabbard is said to have been stolen by Morgan le Fay and thrown into a lake, never to be found again, but the true powers of the scabbard are still a mystery to this day.
In both 5th Edition Dungeons & Dragons and Pathfinder, it is said that Excalibur will break if stolen, taken by treachery, or lifted for an evil cause. It can only be mended by returning all of the pieces to the Lady of the Lake, who will only mend it for a worthy king, such as King Arthur. As such, Excalibur is not just a weapon, but also a symbol of the power and responsibility that comes with rightful sovereignty, a tool to be wielded only by those who are truly worthy of its power.
The Holy Grail:
Relics & Rituals: Excalibur
© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By Evan Jamieson, Lizard, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Excalibur team
It is said that this chalice was used by the gods themselves, or at least by one of them which god had possession of it varies from religion to religion, but everyone agrees that divine hands created the Grail. This object is a large drinking chalice, sized for a giant rather than a man, and made of some metal that resembles gold in its purity but silver in its color and diamond in its brilliance. Indeed, the Grail matches no known metal, but seems to display characteristics of gold, silver, mithral and diamond at times. Small settings, as if for gems are evenly spaced around the circumference of the cup but these settings radiate light as if miniature suns had been captured and used for decoration. The light is white rather than yellow and extremely soothing. The chalice has no other decoration, although some have claimed to see words of divine script etched into its surface.
The Grail is a potent religious symbol and can be used as a holy symbol by any priest of a non-evil religion. Evil creatures cannot approach within 100 feet of it, and the undead cannot approach within 200 feet any closer and they begin to take damage as if struck by fire or by a magic weapon (1d8 per round). For those of good or neutral alignment, however, the Grail has an opposite effect. It heals 1d4 points of damage every minute for all those within 50 feet of it.
Anyone within 20 feet no longer feels hunger, thirst or fatigue spellcasters can prepare their spells each day without the need for sleep and priests cast spells as if they were one level higher. The Grail instantly restores anyone drinking from it to full health, cures any disease, poison, or wound, and grants a permanent +1 inherent bonus to Wisdom and Charisma (this last benefit works only once per person). Any liquid poured into the Grail becomes a potion of cure moderate wounds and is also considered holy water.
No one knows where the Grail is now. Rumors have placed it all over the world, and people seek it everywhere. The wise believe that the Grail can only be found when it wishes to be found, and then only by those it deems worthy of its presence. They consider the Grail a symbol of faith for the entire world, the living emblem
of a person to trust his heart and risk all in the name of something he canÂ’t
even prove exists. For these reasons, many wise folk feel the Grail does more
good with its occasional sightings than it ever would if it were housed in a
single known location.
Kinslayer
Relics & Rituals: Excalibur
© 2004 White Wolf Publishing,
Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By Evan Jamieson, Lizard, Aaron Rosenberg,
Christina Stiles and Relics & Rituals:
Excalibur team
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Relics & Rituals: Excalibur
This black-bladed longsword belonged to Mordred the bastard son of the High King. Unfortunately, a prophecy had stated that the boy would be his fatherÂ’s doom, and so the king was persuaded to order the death of his own child. The plan failed, however, and the boylived, only to grow up hating his father and vowing to destroy him. To this end, the youth studied many forbidden arts, and made pacts with dark powers. When he was old enough, the young man forged his own sword, and he dubbed it Kinslayer, for the blade was created specificallyto slaughter all his relatives.
Kinslayer is an intimidating weapon, well shaped but with a blade that resembles black rock more than metal, an inky black that seems almost alive. It is a +2 keen longsword, but becomes a +3 keen armor-piercing longsword when turned against
a blood relative. The sword allows its wielder to cast discern lineage at will, and grants +10 on Spot or Search checks for any known relatives. It can also cast darkness and fog cloud, each twice per day. The swordÂ’s wielder gains 120Â’ Darkvision, and can see clearly through these two spells (even when
they are cast by someone else).
The greatest
danger with Kinslayer is that the sword has been imbued with much of its creatorÂ’s
hatred and rage. It automatically targets its ownerÂ’s blood relatives,
even if those individuals are actually the characterÂ’s friends and allies.
A DC 20 Strength check is required each round that a blood relative is within
10 feet of the sword failing the check means the sword forces its owner to attack.
Prydwen:
Relics & Rituals: Excalibur
© 2004 White Wolf Publishing,
Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By Evan Jamieson, Lizard, Aaron Rosenberg,
Christina Stiles and Relics & Rituals:
Excalibur team
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The High King’s personal vessel isa warboat called Prydwen.
This vessel is wide enough for three men to sit on the rower benches on each side, and for two more to walk down the gangway between them. It is long enough to accommodate fifteen such rows, and has a single tall mast at the center, with a cabin behind that. Below decks are bunks for the men, and a storage hold. The front of the boat rises up in a high prow, carved to resemble a dragon,
and the rear also rises up and is carved to resemble the creature’s tail.
The sail is painted to look like wings. Shields with the High King’s emblem,
a golden dragon on a crimson field, hang along both sides.
Several powerful air and water elementals working together under the direction of the kingÂ’s wizard created this enchanted vessel. The boat has a constant sphere of Calm Weather about it for 100 feet on every side, and this weather includes a pleasant and steady wind that billows its sails. The vessel travels at five times the normal speed of a longboat, and does not need rowers the oarlocks have no oars
in them, and the men use their benches as places to sit and relax, or as platforms from which to fire arrows or hurl spears. The entire boat has a protection against normal arrows sphere around it, and an AC of 30. It is immune to fire, and any flames not lit in the torch sconces along the walls below decks or held in the two cooking braziers near the cabin instantly extinguish.
Prydwen is,
thanks to its magics, perceived as a real dragon by other creatures, which keeps most marine animals and aquatic monsters at a safe distance.
Round Table
Relics & Rituals: Excalibur
© 2004 White Wolf Publishing,
Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By Evan Jamieson, Lizard, Aaron Rosenberg,
Christina Stiles and Relics & Rituals:
Excalibur team
The legendary table of the High King, this massive wood and marble table is wide enough to seat one hundred and fifty knights comfortably around it. The top of the table is polished wood with marble slabs inset before each place, each coming to a point at the table’s center. A shallow depression, a perfectly circular wooden bowl, forms the center of the table. The base of the table is heavy wood, solid and well carved to resemble the legs of a dragon, and before each seat (or“siege”) is a small brass plaque. Inscribed upon each plaque is the name of the knight who sits there. The table originally belonged to the High KingÂ’s father, who was king before him, but mortal men did not craft it. For that king struck alliances with several other races, including a few of the dragons themselves, and those powerful creatures were the architects and creators of the table.
The Round Table’s primary function is one of unity. While seated there, any skill check made by any of the knights gains +1 for every ten of his peers seated beside him or standing by their seats thus, when everyone is present at the table skill checks are at +15. For anyone foolish enough to attack the knights while they sit there, each warrior’s AC is his own AC +1 for every five other knights also seated or standing nearby. Spell
Resistance and saves have the same bonus. While seated at the table, the knights are immune to enchantments and illusions. They also heal their wounds at the rate of 1 hit point per hour.
The table knows who should be sitting at it. The plaques before each seat change whenever a new knight joins the order, and once selected that seat belongs to the knight until he dies, retires or is disgraced. A handful of seats, like the one belonging to the High King himself, have never changed. Others change almost everyweek, as some knights leave on quests and others arrive to take their place.
Fighting is
nearly impossible at the Round Table, because weapons cannot be drawn within
5 feet of it. Anyone approaching and holding abared weapon finds the it growing
heavier and heavier a DC 20 Strength check to lift it, +1to the DC for each
additional step untilfinally it falls from his hand. Eating and drinking are
encouraged, however any food or drink brought to the table lasts four times
longer than normal (so a jug of wine that normally holds five cups now holds
twenty), and the quality improves as well while Alcohol content is halved.
The Round
Table sits in the main hall of the High KingÂ’s castle. It cannot be removed
except with his permission or if someone else becomes the tableÂ’s new owner.
The current owner (the High King) can give the table to another person, or,
if he dies, the table selects its own new owner from among the people named
on its many plaques. The floor under and around the table (10 feet out from
it on all sides) acts as if the spell secure footing
had been cast upon those walking there.
Siege Perilous:

Sir Galahad sits at the Siege Perilous, 15th-century French
manuscript.
Relics & Rituals: Excalibur
© 2004 White Wolf Publishing,
Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By Evan Jamieson, Lizard, Aaron Rosenberg,
Christina Stiles and Relics & Rituals:
Excalibur team
From Wikipedia,
the free encyclopedia
In Arthurian legend, the Siege Perilous (also known as The Perilous Seat) is a vacant seat at the Round Table reserved by Merlin for the knight who would one day be successful in the quest for the Holy Grail. This knight is either Perceval or Sir Galahad, depending on the version of the story. The Siege Perilous is so strictly reserved that it is fatal to anyone else who sits in it.
When the High King established his Round Table, he set about it one hundred and fifty seats. Before each seat was magically inscribed the name of the knight who had earned that place. But one seat was left empty, and the plaque before it read “for the greatest knight alive. ”Many have tried to sit in this seat, and failed and the penalty for failure is death, for the chair destroys utterly all those not worthy of its place. The Siege Perilous is a high-backed wooden chair, of simple design but masterful construction. Its only decoration is the emblem of a drawn sword carved, point down, into the back, and the gilded gold sun behind its handle, where a person sitting would rest their head. For the one deemed worthy, the chair rewards their valor and prowess this noble warrior gains a permanent +1 to Strength, Constitution Wisdom and Charisma. Anyone else sitting upon the Siege takes 20d6 + 100 points of damage, which appears to be fire but is not blocked by fire resistance.
Snowy Mantle of Cornwall:
Relics & Rituals: Excalibur
© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By Evan Jamieson, Lizard, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Excalibur team
Bards tell of the day that the High King rode into Cornwall and brought its ruler to task for his injustices. The king, so the stories say, knew every ill that the prince had wrought upon his people, every slight, every injustice. Many thought that the king must have hired spies to gain this information, while others claimed that his wizard had observed it all through a magic ball. Neither is true. The High King saw these things himself, with his own eyes. Yet no one saw him, for he wore a snow-white mantle that had been given to him in a dream by a mysterious maiden with lovely features and snow-white eyes. She told him that he might have need of it, and that it would shield him from sight while allowing him to see all. When the king awoke, the maiden was nowhere to be seen, but the mantle lay draped about his shoulders.
The Snowy Mantle grants its wearer the power of greater invisibility as long as he remains wrapped within its folds. It also grants nondetection as if cast by a 25th-level wizard. All Search, Spot and Listen checks directed toward the Mantle’s owner are at 20 while it is wrapped properly, and 10 even with it worn loosely. The Mantle also grants its owner a +5 bonus to AC.
Even as the character under the Mantle becomes invisible to others, he is able to see them far more clearly. He gains Darkvision 120ft., and can see invisible automatically. He can also see magical auras at will, and gains a +10 bonus on all Search,
Spot, and Read Lips checks. He makes any melee attacks at +1, and these are
always surprise attacks.
The Snowy
Mantle, true to its name, is pure white. It cannot be stained, dirtied or torn,
and no color of any sort sticks to it. Then Mantle is long enough to wrap securely
around the shoulders twice and to pull over the head as a hood on a tall man
it hangs to just above the ground.
Spectacles
of Myrddin:
Relics & Rituals: Excalibur
© 2004 White Wolf Publishing,
Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By Evan Jamieson, Lizard, Aaron Rosenberg,
Christina Stiles and Relics & Rituals:
Excalibur team
The wizard
Myrddin is as famous for his cunning as for his magic, and many tales tell of
his tricks and schemes. Frequently, so the stories claim, the great spellcaster
walks among the commoners, disguised as an old man with a long beard and strange
glass lenses before his eyes. These tales are true, and the lenses are MyrddinÂ’s
Spectacles, one of his most potent magic tools. These Spectacles are small round
lenses of glass held in a gold frame, and the frame itself is etched with a
delicate tracery comprised of many powerful runes. Anyone wearing the Spectacles
can see twice as far as normal, and possesses full Darkvision for that distance
as well. The character can now see magical auras at will (as if casting detect
magic), see invisible automatically (as the spell), and see through illusions
(an automatic disbelief check at +20). The character gains +1 on attack rollsbecause
he can see his opponentÂ’s next movebefore it happens, and all ranged attacks
are at+4. The character also gains +20 on all savesagainst sight-based attacks,
and Spell
Resistanceof 25 against them as well. Four times a day, thecharacter
can cast identify and legend lore, and three times a day he can cast piercing
sight. All Search, Spot and Read Lips checks gain a +15 bonus. These Spectacles
are one of MyrddinÂ’s most prized possessions, and the canny old wizard
never lets them out of his sight.
The Sword
in the Stone:
Relics & Rituals: Excalibur
© 2004 White Wolf Publishing,
Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By Evan Jamieson, Lizard, Aaron Rosenberg,
Christina Stiles and Relics & Rituals:
Excalibur team
Excalibur
is the weapon of
the High King. However, the Sword in the Stone first demonstrated his right
to the throne. This longsword is extremely well made and has a leather-wrapped
handle and a pommeland guard of unadorned gold. No gems are to be found on the
weapon, and its blade is perfectly unmarred. The blade always appears stuck
through an iron anvil and through that into a block of solid marble. By speaking
the proper commands, a spellcaster can instruct the blade in its next task.
This task is always to identify a person intended to accomplish something important,
like “ the next High King” or “the man who will conquer the dragons”
or “ the priest who will restore faith to the land.” Once it receives
its task, the Sword is placed back into the anvil and the stone. A small brass
plaque is mounted on the marble front, and its inscription changes to reflect
the subject of the bladeÂ’s search. For example, when looking for the High
King, it read “Whosoever draws forth this sword from this stone is right
wise King of all England.” Only the right person can draw the Sword . For
everyone else, no method suffices to draw it forth, not strength nor skill nor
spell. The blade, anvil, and stone cannot be harmed in any way, and any destructive
spell targeting them is reflected upon the caster instead. The anvil and the
block cannot be separated in any way. Once drawn, the Sword in the Stone continues
to deflect dangerous spells. It is also a +1 keen longsword, and casts stamp
of nobility upon its wielder as long as it is worn or carried. But this blade
is not intended to stay with any one person, and after 1d4 months it mysteriously
vanishes, as does the anvil and the marble block. It is said that the mightiest
spellcasters know how to summon the Sword in the Stone again, or at least how
to locate it when it is between tasks.
Caladbolg
From
Wikipedia, the free encyclopedia
Caladbolg
(“hard belly”, or possibly “hard lightning”), sometimes written
Caladcholg (“hard blade”), is the sword of Fergus mac RĂłich from
the Ulster Cycle of Irish mythology. Spelled Caladcholg, it is also associated
with the more obscure Ulster hero Fergus mac Leda, suggesting a conflation of
two legends. It was said to be a two-handed sword that made a circle like an arc
of rainbow when swung, and to have the power to slice the tops off hills and take
out an entire host. During the Táin Bó Cuailnge, Ailill mac Máta
takes Caladbolg away from Fergus mac RĂłich when he discovers Fergus’ affair
with his wife Medb. He gives it back when the Ulstermen rally against his armies.
Fergus wreaks havoc against Ulster’s forces with his blade, but Conall Cernach
convinces him not to kill Conchobar mac Nessa. Fergus strikes the Three Great
Strokes on three small hills instead, blasting off their tops.
Caladbolg
may be related linguistically to CĂşchulainn’s spear, the Gáe Bulg,
and is thought to be a source or analogue of King Arthur’s sword Excalibur, which
in early Welsh is called Caledfwlch.
Fragarach
From
Wikipedia, the free encyclopedia
In
Irish mythology, Fragarach, known as ‘The Answerer’ or ‘The Retaliator’, was the
sword of Manannan mac Lir and Lugh Lamfada.
Forged
by the gods, Manannan wielded it as his weapon before passing it on to Lugh (his
foster son). It was given to CĂşchulainn by Lugh, and later to Conn of the
Hundred Battles.
It
was said that no one could tell a lie with Fragarach at his or her throat, thus
the name ‘Answerer’. It was also said to place the wind at the user’s command.
Gáe
Bulg
From
Wikipedia, the free encyclopedia
The
Gáe Bulg (also Gáe Bulga, Gáe Bolg, Gáe Bolga, meaning
“notched spear”, “belly spear”, “swelling spear”,
“bellows-dart”, or possibly “lightning spear”) was the spear
of CĂşchulainn in the Ulster Cycle of Irish mythology. It was given to him
by his martial arts teacher, the warrior woman Scáthach, and its technique
was taught only to him.
It
was made from the bone of a sea monster, the Coinchenn, that had died while fighting
another sea monster, the Curruid. Although some sources make it out to be simply
a particularly deadly spear, others—notably the Book of Leinster—state
that it could only be used under very specialized, ritual conditions:
“
The Gáe Bulg had to be made ready for use on a stream and cast from the
fork of the toes. It entered a man’s body with a single wound, like a javelin,
then opened into thirty barbs. Only by cutting away the flesh could it be taken
from that man’s body.”
In
other versions of the legend, the spear had seven heads, each with seven barbs.
In the Táin Bó Cuailnge, Cúchulainn received the spear after
training with the great warrior master Scáthach in Alba. She taught him
and his foster-brother, Ferdiad, everything the same, except she only taught the
Gáe Bulg feat to Cuchulainn. He later used it in single combat against
Ferdiad. They were fighting in a ford, and Ferdiad had the upper hand; CĂşchulainn’s
charioteer, Láeg, floated the Gáe Bulg down the stream to his master,
who cast it into Ferdiad’s body, piercing the warrior’s armor and “coursing
through the highways and byways of his body so that every single joint filled
with barbs.” Needless to say, Ferdiad died soon after. On a separate occasion,
CĂşchulainn also killed his own son, Connla, with the spear. In both instances,
it was used a last resort, as once thrown it proved invariably fatal.
The
name Gáe Bulg may be related linguistically to Fergus mac RĂłich’s
sword, Caladbolg.
Four
Treasures
From
Wikipedia, the free encyclopedia
The
mythological Tuatha DĂ© Danann are recorded as coming to Ireland from four
cities on four islands; Murias, Falias, Gorias, and Findias, bringing with them
The Four Treasures, also known as The Hallows of Ireland.
The
supposed location of these islands varies, some stories placing them in the far
north, others placing one island apiece at each “corner” of the world,
while a third telling places them in the skies. Here they were said to learn,
live, and teach their young men of skill, and to teach these students knowledge
and Wisdom they had the four wise men.
From
Falias came the Stone of Fal (Lia Fáil), The Stone of Destiny which was
supposedly located near the Hill of Tara in County Meath, and was used to discern
the rightful King of Ireland as it would cry out when the King sat upon it. The
druid who lived in Falias was named Morfessa.
From
Gorias came the sword of Nuada (ClaĂomh Solais). No one ever escaped from
it once it was drawn from its deadly sheath, and no one could resist it. A bronze
sword in the National Museum in Dublin claims to be this sword.The druid who lived
in Gorias was named Esras (sometimes Urias) of the noble nature.
From Findias
was brought the Spear of Destiny (Spear Luin). It was forged by the unknown
Smith of Falias for Lugh to use in his fight against Balor.No battle was ever
sustained against it, or against the man who held it. The druid
who lived in Findias was named Uscias (sometimes Arias), the fair-haired poet.
From
Murias was brought Dagda’s Cauldron, the Coire Anseasc (“Undry Cauldron”).
The cauldron was bottomless, capable of feeding an army. No company ever went
away from it unsatisfied. It also had the power to heal. Senias was the druid
who lived in Murias. Murias was also known as the most southerly of the Four Cities.
Thirteen
Treasures of the Island of Britain
From
Wikipedia, the free encyclopedia
In
medieval Welsh tradition, as recorded in a text appended to many copies of the
Welsh Triads, the Thirteen Treasures of the Island of Britain, or in the original
Welsh Tri Thlws ar Ddeg Ynys Prydain were:
* Dyrnwyn, gleddyf Rhydderch Hael: White-Hilt, the Sword of Rhydderch Hael: if
a well-born man drew it himself, it burst into flame from its hilt to its tip.
And everyone who used to ask for it would receive; but because of this peculiarity
everyone used to reject it. And therefore he was called Rhydderch the Generous.
* Mwys Gwyddno Garanir: The Hamper of Gwyddno Long-Shank: food for one man would
be put in it, and when it was opened, food for a hundred men would be found in
it.
* Corn Brân Galed o’r Gogledd: The Horn of Bran the Niggard from
the North: whatever drink might be wished for was found in it.
* Car Morgan
Mwynfawr: The Chariot of Morgan the Wealthy: if a man went in it, he might wish
to be wherever he would, and he would be there quickly. Also known as the Chariot
of Arianrod.
* Cebystr Clydno Eiddin: The Halter of Clydno Eiddyn, which was
fixed to a staple at the foot of his bed: whatever horse he might wish for, he
would find in the halter.
* Cyllell Llawfrodedd Farchog: The Knife of Llawfrodedd
the Horseman, which would serve for twenty-four men to eat at table.
* Pair
Dyrnwch Gawr: The Cauldron of Dyrnwch the Giant: if meat for a coward were put
in it to boil, it would never boil; but if meat for a brave man were put in it,
it would boil quickly (and thus the brave could be distinguished from the cowardly).
* Hogalen Tudwal Tudclyd: The Whetstone of Tudwal Tudglyd: if a brave man sharpened
his sword on it, if it (then) drew blood from a man he would die. If a cowardly
man (sharpened his sword on it), he (his opponent) would be no worse.
* Pais
Badarn Beisrydd: The Coat of Padarn Red-Coat: if a well-born man put it on, it
would be the right size for him; if a churl, it would not go upon him.
* Gren
a desgyl Rhygenydd Ysgolhaig: The Crock and the Dish of Rhygenydd the Cleric:
whatever food might be wished for in them, it would be found.
* Gwyddbwyll
Gwenddoleu ap Ceidio: The Chessboard of Gwenddolau son of Ceidio: if the pieces
were set, they would play by themselves. The board was of gold, and the men of
silver.
* Llen Arthyr yng Nghernyw: The Mantle of Arthur in Cornwall: whoever
was under it could not be seen, and he could see everyone.
These belong to the fifteenth
and sixteenth centuries; the earliest manuscripts contain only the names of
the Treasures without the explanatory comments. The earliest versions refer
to the Treasures “that were in the North” (a oedd yn y Gogledd). In
a few of the later versions two other Treasures are added (the Mantle of Tegau
Eurfon and Eluned’s Stone and Ring), dropping one item and counting “the
Crock and the Dish” as one item instead of two which makes the number thirteen.
Arondight
The sword
of Lancelot.
Galantine
Gawaine’s
sword Galantine is a +3 weapon
Grail
Sword
This sword
was originally owned by the wounded King, and was also known as The Sword of
Light, or The Sword of Nuadu. The sword was said to have been found by Gawain.
This sword was broken in two places and it was Gawain’s task to find the place
of origin.