Myth & Mire

The Vanta Reliquary

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You dream of a chest you haven’t seen, and wake with the taste of ash and jasmine.

There is an object spoken of only in footnotes and arguments. An echo of desire shaped into matter.

No hinges. No seams. No maker’s mark.
The chest is deep black—not painted, but colored by absence.
When the light strikes it, the shadows tilt away.

They call it The Vanta Reliquary.
And it can only be opened once.

“They said there were six keys.
No one mentioned the cost of choosing one.”
—Griswold Cain

What It Is


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The Six Keys

🝔 🜛 🝯 🜁

Each key is forged of unknown metal, bent and spiraled like a question that’s been answered too many times.
At its center: a pearl that glows with a faint, shifting color—each one tied to a specific reward hidden inside the Reliquary.

🝔 Ivory Key (Preservation)

Reward: A vial of stillsilver fluid sealed with bonewax.
When uncorked, it captures the exact moment the user is experiencing—locking it in a shimmering glass bubble.

Visual Cue: The vial fogs slightly when you think about it.
Use: One-time time-reset effect. Not resurrection—reversion.
Tone: Hauntingly practical. Many use it out of fear, few wisely.


🜛 Amber Key (Remembrance)

Reward: A bronze sigil etched with spirals.
Place it on any surface, speak the name of someone you’ve lost, and that memory manifests physically for ten minutes.

Visual Cue: The sigil glows brighter in moonlight.
Use: One-time summoning of memory into real space.
Tone: Bitter and beautiful. Comforting for some, cruel for others.


🝯 Verdigris Key (Wild Accord)

Reward: A sleeping vine-wolf curled in a wicker basket.
The creature bonds silently with the summoner upon waking.

Visual Cue: The basket pulses once when lifted.
Use: Permanent non-verbal companion. Familiar rules may apply.
Tone: Quiet companionship. Wild, but gentle.

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Cinder Key (Power with Price)

Reward: A dull iron ring that trembles faintly when anger is near.
Once worn, it fuses painlessly into the skin, leaving only a faint metallic sheen.
Your next attack or spell deals triple damage
but you immediately suffer the same amount, unavoidable and unsoftened.

Visual Cue: Always warm. Warmer when someone nearby is seething.
Use: One-use surge. For when power matters more than survival.
Tone: Raw. Reckless. A blade with no hilt.


Violet Key (Foresight)

Reward: A thin porcelain mask painted with indigo ink.
Wearing it during sleep reveals one possible future in vivid clarity.

Visual Cue: It hums when the stars are visible.
Use: One-time dream prophecy. Can inform, mislead, or haunt.
Tone: Mystical. Disorienting. Interpretable.

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🜁 Blueglass Key (Devotion)

Reward: Nothing.
Using this key first triggers the Reliquary... but opens to an empty hollow.
All other keys disintegrate, wherever they are.
The player receives nothing—only the sound of wind and the taste of salt.

Some say this is the key of purest intention.
Others call it a divine test of patience.

Visual Cue: The pearl shimmers like still water.
Use: Triggers Reliquary. Destroys potential.
Tone: Honest. Devastating. A tragedy of belief.

“Some say the Blueglass Key is the only one that tells the truth.
But it never tells it twice.”

Notes on the Keys


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Key Fusion

If all six keys are brought within a few feet of one another, they begin to hum, then shake, then collide violently—
an explosion of light and sound erupts:

Once the blast fades, a vacuum implosion collapses inward toward the fusion point.

In the center: a single, flawless seventh key.


The Fused Key

Only this key may unlock the final truth of the Vanta Reliquary.

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Unlocking the Reliquary

If the Reliquary is unlocked using the seventh key:

In the center of the blast circle: a small, soot-black kettle.
Lid shut. Quiet. Perfectly still.

When the lid is removed, something stirs inside—
And you meet Zábo.


Zábo, the Familiar

He does not leap out or ask for wishes. He stretches. Yawns.
And treats your arrival like the most predictable thing in the world.

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Once per long rest, Zábo may:


Drawback: Transmutation Cost

Zábo consumes trace metal to phase in/out of reality.
Normally this is subtle: a missing coin, a rusted hinge.
But when asked to perform something powerful, he will require:


Zábo is not a pet. He is a companion, an artifact, and a witness.
He stays as long as he is amused—or needed.

More on Zábo..


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Side Effects While Holding a Key

Keys carry subtle magical influence—more suggestion than curse.
Holding one for too long may cause:

None of this is harmful. Until it is.


For the DM

The Vanta Reliquary is a slow-burn, high-impact artifact encounter designed for:


Modular Ways to Introduce It


Tone Tips


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“I never found the chest. Not really.
But I did find a key once—verdigris, bent like ivy.
I gave it to a girl who said she’d never owned anything important.
She tucked it in her pocket and smiled like it wasn’t even strange.
I hope she waits.”

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