This page documents the events of the Holy Wars as written in the oldest records of Gaia.
The Holy Wars is the name given to the nearly 200 year period when the First Men first arrived on the Material Plane and wreaked havoc on the First Ones that inhabited it. Created by the Deities of Chaos with the sole purpose of conquering the Material Plane and wiping out the First Ones, the First Men ravaged the world with the help of their divine patrons, slaying and ruthlessly murdering all that stood in their way.
The battlefields of the catastrophic showdowns of the Holy Wars were felt across all continents of Gaia, but it was Caldron that suffered the full destructive powers of the gods' creations. Since the First Men originated from the Vesper Forest, the lands of Northern Ostanza were once home to several powerful cavillations of First Ones, cooperating to each achieve their own goals before being infiltrated and beset upon. The immensity of power wielded by the First Men and Deities of Chaos was enough to wound the landscape for eons, and the violent use of arcane knowledge harnessed by these creatures ensured the ruin of these early civilizations.
Little record remains of the terrible war, but its effects are still felt today. The sheer magnitude of the energies unleashed in the ensuing battles by gods and mortals alike was enough to fray the boundaries holding back the elemental chaos, spilling unbridled destruction into the world. It completely rearranged the known flow of magical ley energy across Gaia. So great was the loss of life during the war that historians believe no more than a third of Gaia's First Ones population survived, leaving only one small pockets of civilizations standing.
The world entered a long, dark period of regrowth. The Deities of Chaos were successful in their attempts to thwart the ever growing power of the Deities of Order. The Deities of Order felt all but hopeless seeing their precious creations ravaged and destroyed for centuries. They knew that while they could not create a counter to these horrid First Men, they could fight them using their own desires and weak minds against them. And so they began to persuade these First Men to join their side, fighting for order rather than for chaos.
Eventually, after many decades of mixing and persuading, the Material Plane found itself in an interesting balance between chaos and order. While neither side was particularly dominant, the blended attributes of each found its way into each of the creatures on the Material Plane, allowing for temptations to join either side to flourish within them. With things in balance, the Deities above decided to not intervene in mortal affairs as directly, and agreed upon peace, at least for the moment. As such, their direct influence would never be felt again on the Material Plane, and instead elected champions and demigods would take their place and do their bidding.
Much time has passed since, and the world has been reborn once again. The gods still influence and guide from beyond the Divine Gate, bestowing knowledge and power on their worshipers, but the path of mortals is now their own to make. New cities, kingdoms, and cultures have retaken the world, building over the ashes of the old. New songs fill the air, and the hope of a brighter future drives people day after day, while buried ruins and ancient relics remind all people of a darker time of mistakes that should never be repeated.
During the time of these wars, many champions and brave warriors clashed and fought on the battlefield. With the power of the gods above at its most potent in all of history, the champions of the Material Plane found themselves wielding exceptionally powerful weapons bestowed upon them by their creators. These weapons were the weights on the scales of balance, and with each use, each side found the scales of war ever-so-slightly tipping in their favor.
While it is unknown just how many of these great weapons were forged, some archives in Gaia have, or claim to have, pieces or full-scale exhibits of these artifacts. Due to their power and capabilities, some believe that their true locations were purposely hidden and obscured so as to prevent them from falling into the hands of those that have ill intentions. Either way, the list below contains all of the artifacts that are known or have records that were found speaking about them.
Armor (scale), legendary (requires attunement)
This antique armor forged from jade and black dragon scales was once owned and worn by J’mon Sa Ord of Ostanza. You have a +1 bonus to AC while wearing this armor. You can cast the command spell (save DC 13) while attuned to this armor. You cannot use this ability again until you have completed a long rest.
When a character awakens the Armor of the Valiant Soul, apply the following changes to the item’s traits:
• Increase the bonus to AC to +2.
• You gain resistance to acid damage while wearing this armor.
• You gain immunity to the frightened condition while wearing this armor.
• The spell save DC of the armor’s command spell becomes DC 15, and it can target two additional creatures.
When a character exalts the Armor of the Valiant Soul, apply the following changes to the item’s traits:
• Increase the bonus to AC to +3.
• Your immunity to the frightened condition extends to include all friendly creatures within 15 feet, as long as you are conscious.
• You gain immunity to acid damage while you are wearing this armor.
• The spell save DC of the armor’s command spell becomes DC 17, and it can target four additional creatures.
Armor (studded leather), legendary (requires attunement)
This beautiful, black leather armor is covered in intricate scrollwork, the mantle bearing the black feathers of the Matron of Ravens. You gain a +1 bonus to AC while wearing this armor. You have advantage on death saving throws made while wearing this armor.
When a character awakens Deathwalker’s Ward, apply the following changes to the item’s traits:
• Increase the bonus to AC to a +2.
• While wearing this attuned armor, the wearer chooses and imbues this armor with resistance to a damage type of your choice: fire, cold, acid, lightning, or necrotic. This choice can be changed during a short rest.
When a character exalts Deathwalker’s Ward, apply the following changes to the item’s traits:
• Increase the bonus to AC to a +3.
• As a bonus action, you can grow large, black raven wings. These last for 1 hour, and grant a fly speed of 60 feet. You cannot use this ability again until you finish a long rest.
Weapon (longbow), legendary (requires attunement)
This gorgeous longbow made of everbark from the Feywild seems to flex and shift like a living entity. You gain a +1 bonus to attack and damage rolls made with this weapon.
When firing an arrow from this weapon, you can declare an oracle shot, allowing you to project your sight through the arrow you fire for up to 10 minutes. You cannot use this ability again until you finish a short rest.
When a creature is killed by an arrow from this weapon, a single 6-ft tree rapidly grows out of their corpse over the next minute.
When a character awakens Fenthras, apply the following changes to the item’s traits:
• Increase the bonus to attack and damage rolls to a +2. Additionally when you hit with an attack using this weapon, the target takes an additional 1d4 lightning damage.
• When you hit with an attack, you can declare a bramble shot. The target takes an additional 3d8 piercing damage, and they must make a DC 15 Strength saving throw or become restrained by the suddenly sprouting steel-hard thorn brambles that immediately grow from the arrow. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on a success. You cannot use this ability again until you finish a short or long rest.
When a character exalts Fenthras, apply the following changes to the item’s traits:
• Increase the bonus to attack and damage rolls to a +3.
• The lightning damage dealt by attacks with this weapon increases to 1d6.
• You can use your bramble shot ability twice between rests, and the saving throw DC increases to 17.
Armor (shield), legendary (requires attunement by a non-evil character)
This massive, silvered shield bearing the crest of the Platinum Dragon never tarnishes. The metal is warm to the touch. While holding the shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. You are also immune to the prone condition while bearing this shield.
When a character awakens Honor’s Last Stand, apply the following changes to the item’s traits:
• Increase the bonus to AC to a +2.
• Whenever a creature’s attack against you misses, you can use your reaction to immediately attempt to make a shove attack against that creature.
When a character exalts Honor’s Last Stand, apply the following changes to the item’s traits:
• Increase the bonus to AC to a +3.
• Using a bonus action, you can protect an adjacent ally, imparting +3 to their AC until the beginning of your next turn, or they are no longer adjacent to you (whichever comes first).
Wondrous item, legendary (requires attunement)
A beautiful, glittering emerald is set within the center of this silver chain, humming with power and possibility. While wearing this amulet, you gain a +1 bonus to all saving throws, and are immune to the grappled condition.
When a character awakens the Kiss of the Changebringer, apply the following changes to the item’s traits:
• Increase the bonus to all saving throws to a +2.
• You become immune to the restrained condition as well as the grappled condition.
• You may use an action to cast the spell blink on yourself without needing any components. You cannot use this ability again until you finish a long rest.
When a character exalts the Kiss of the Changebringer, apply the following changes to the item’s traits:
• Increase the bonus to all saving throws to a +3.
• You become immune to the paralyzed and petrified conditions, as well as the grappled and restrained conditions.
• Whenever you make an attack roll, an ability check, or a saving throw, you can choose to roll an additionald20. You can choose to do this after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throws. You cannot use this ability again until you finish a short or long rest.
Weapon (longsword), legendary (requires attunement by a bard)
This incredible silvered blade once belonged to the White Duke himself, and many more master bards before him. It resonates with nearby musical tones. You have a +1 bonus to attack and damage rolls made with this weapon.
Whenever you use your Bardic Inspiration feature, you gain advantage on attacks with this weapon until the end of your turn.
When a character awakens Mythcarver, apply the following changes to the item’s traits:
• Increase the bonus to attack and damage rolls to +2. In addition, targets damaged with this weapon take an additional 1d6 points of force damage.
• Whenever you use your Cutting Words feature while wielding this blade, the target has disadvantage on their next saving throw.
When a character exalts Mythcarver, apply the following changes to the item’s traits:
• Increase the bonus to attack and damage rolls to +3.
• You can spend an action to let the spirit of the sword overtake you momentarily. You make four melee attacks with this sword, then suffer one point of exhaustion. You cannot use this ability again until you finish a long rest.
Armor (plate), legendary (requires attunement)
Beautiful silver scrolling and priceless, cut rubies adorn this set of brass-and-gold armor. Worn by the High Priest Duana of the Dawnfather as she fell in the Battle of the Waving Plains.
You gain a +1 bonus to AC while wearing this armor. When you are struck by a melee attack, you may use your reaction to cause the attacker to suffer 1d6 points of fire damage.
When a character awakens the Plate of the Dawnmartyr, apply the following changes to the item’s traits:
• Increase the bonus to AC from this armor to a +2.
• You gain immunity to the frightened condition.
• You gain resistance to fire damage.
• The damage inflicted on an attacker by the armor increases to 2d6 fire damage.
When a character exalts the Plate of the Dawnmartyr, apply the following changes to the item’s traits:
• Increase the bonus to AC from this armor to a +3.
• If you are knocked unconscious by an attack or spell, a blast of healing flame surrounds you. You immediately regain 1 hit point and are lifted to your feet. All enemy creatures within 10 feet of you suffer 2d6 fire damage. You cannot use this ability again until you finish a long rest.
Weapon (maul), legendary (requires attunement)
Forged from deep red iron, this massive hammer houses an ever-burning gemstone of orange flame. You have a +1 bonus to attack rolls made with this weapon. When you hit with an attack using this weapon, the target takes an additional 1d6 fire damage.
You can choose to have this weapon shed bright light in a 30 foot radius and dim light for an additional 30 feet. If you kill a creature with an attack using this weapon, the corpse is immolated, turning to ash.
When a character awakens Pyremaul, apply the following changes to the item’s traits:
• Increase the bonus to attack rolls to a +2.
• Increase the additional fire damage inflicted by a hit to 2d6.
• As an action, you can slam the Pyremaul into the ground to cast the burning hands spell at 2nd level (spell save DC 15). You cannot use this ability again until you finish a short or long rest.
• When you score a critical hit with this weapon, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
When a character exalts Pyremaul, apply the following changes to the item’s traits:
• Increase the bonus to attack rolls to a +3.
• Increase the additional fire damage inflicted by a hit to 3d6.
• Your burning hands ability is now cast at 3rd level, and the spell save DC increases to 17.
• When you score a critical hit with this weapon, the target must succeed on a DC 17 Strength saving throw or be knocked prone. You can also roll an additional 3d6 fire damage when determining the extra damage for the critical hit.
Wondrous item, legendary (requires attunement)
Carved from the heartstone of a ruined earth primordial, these gauntlets bestow immeasurable might to the wearer.
Your Strength score becomes 22.
Siege. You deal double damage against objects and structures.
When a character awakens the Titanstone Knuckles, apply the following changes to the item’s traits:
• Your Strength score becomes 24.
• You can use an action to grow in size as per the enlarge spell for 10 minutes. You cannot use this ability again until you finish a long rest.
When a character exalts the Titanstone Knuckles, apply the following changes to the item’s traits:
• Your Strength score becomes 26.
• While you are under the effects of the enlarge spell granted by this item, you gain resistance to fire, cold, and lightning damage. This lasts as long as you are affected by the spell.
Weapon (dagger), legendary (requires attunement)
Forged with a mercurial metal pulled from the Far Realm, light dances and shifts across this curved blade. You have a +1 bonus to attack and damage rolls made with this weapon.
Whenever you strike a creature with a critical hit using Whisper, the target must make a DC 13 Wisdom saving throw or become frightened of you for 1 minute. On a success, they are immune to being frightened by this effect for the next 24 hours.
When a character awakens Whisper, apply the following changes to the item’s traits:
• Increase the bonus to attack and damage to a +2. Additionally, when you hit a target with this weapon, the target takes an additional 1d6 psychic damage.
• Increase the DC to resist being frightened from a critical hit to 15.
When a character exalts Whisper, apply the following changes to the item’s traits:
• Increase the bonus to attack and damage to a +3, and increase the additional damage taken to 1d8 psychic damage.
• Increase the DC to resist being frightened from a critical hit to 17.
• Whenever Whisper is thrown but before it hits, you can choose to transform into shadow and merge with the blade, teleporting instantly to wherever the blade impacts. If the target is a creature, you emerge adjacent to the target in a space of your choice. If you miss with the attack, the DM determines where you teleport accordingly