Relics pulled from the Vein do not behave like ordinary salvage. They drip with peculiar resonance, humming faintly under lanternlight. Some are inert; others carry flickers of memory—or warning.
These entries are gathered from the ledgers of dredgers, keepers, shipwrights, and the unnamed watchers of the Fen.
Origin: Lantern Maw (Tier II-III)
Properties: Luminescent, heatless, reactive to motion
A sliver of translucent bone-glass broken from a Maw’s lantern-organ. Its glow pulses in slow rhythms, as though remembering currents long vanished.
Shipwrights use shards to focus lantern beams or temper copper coils. When bound into a dredger’s lantern, it sharpens perception— silhouettes in the dark become clearer.
“Keep it wrapped in oiled cloth. If you see it flicker twice, do not descend.” — Keeper Fenn
Origin: Throat-Chasm Warden (Deep Divide)
Properties: Warm to the touch, faintly humming
A slivered plate from the serpentine Warden. It retains a soft internal warmth, even submerged, and resonates near certain fissures.
Used as a grounding charm for deep-line rigs. Helps stabilize a dredger’s senses under intense pressure shifts.
“If it grows cold, something older has entered the water.” — Keeper Telth
Origin: Unknown (Driftwater Expanse)
Properties: Buoyant, unbreakable, strangely resonant
A hook carved from a species of bone not matching any known creature in the Archive. Despite its weight, it floats weakly, as though remembering a lighter world.
When used in salvage, increases retrieval rates for rare objects. However, the hook sometimes points downward of its own accord.
“The hook trembled once when a shadow passed beneath us. The water was still.” — Keeper’s margin
Origin: Crownfall Descent (Wraith Encounter)
Properties: Dissolves in daylight, vibrates faintly near coordinates
A hair-thin strand harvested from the drifting silhouette known as the Kelp-Wraith. When held taut, it occasionally forms sigils or patterns before falling slack again.
Rarely preserved long enough for practical use. Some Keepers claim the thread points toward drowned ruins when submerged.
“Hold it near the map window. Watch what pattern it makes.” — Field note (unattributed)
Origin: Deep Fen Vaults
Properties: Holds impressions (non-visual), induces déjà vu
A smooth sphere of unknown composition. When clasped, the orb imparts flickering impressions—sounds, emotions, and sometimes the sense of a path walked before.
Some dredgers use it to navigate the twisted drift channels. Others claim it whispers warnings seconds before danger.
“An orb is not a guide— merely a memory trying to be recalled.” — Keeper Vela
Origin: Marsh-Runners (Fenline Tradition)
Properties: Protective, brittle, ritual-bound
A loop of vertebrae from a fen-creature long extinct. Marsh-runners bind these charms with braided reeds, believing they “anchor the spirit against drowning dreams.”
Enhances mental resilience under pressure. Crumbles if submerged too deeply.
“If the charm cracks, retreat immediately.” — Marsh-runner proverb
Origin: Ruins Beneath the Silt
Properties: Etched runes, tide-reactive, incomplete
A corroded plate carved with sigils older than the Coast. The symbols shift subtly when illuminated by lanternlight, as though being remembered.
Some dredgers use the plate as a divining tool. Its runes point toward anomalies and submerged structures.
“Compare the plate’s patterns with the coordinates. Do not speak the alignment aloud.” — Keeper’s note (faded)
Origin: Serithic Echo
Properties: Non-physical? Temperature anomaly
A thin, brittle flake of slate-like material. It appears to be physical, yet leaves no imprint on mud, sand, or parchment. Its edges are ice-cold.
None known. Some claim the flake marks places where echoes linger longest.
“Place it on the table in the Ghost Log room. Watch what shifts in the whisper.” — Keeper’s private annotation