The following are sample treasures cleared for use by the ST. To submit a treasure, contact the ST.

Serpentine Bracelet (Level 1 Treasure)
This trinket is a bracelet of two silver serpents that entwine around each other from either side. The heads meet on the clasp and possess green eyes (typically painted, though some have been seen with actual emeralds for eyes.)

Originally from kithain in the East, these trinkets began showing up in England in the mid-1800s and became particularly sought-after among commoners and kithain women in the late 1880s due to fears of murderers lurking in the streets. If a hand wearing the bracelet is grabbed by an individual who means the wearer harm, the snake heads are said to strike the assaulter with a fast-acting poison, allowing the wearer a chance to escape. However, the snakes seem to only strike in the defense of their wearer, never in offense. (Written by Sir Ipsum.)

System: The effect is reflexive and chimerical, and only works if the attacker makes contact with the arm on which the bracelet is worn. The result is always the same, regardless: the attacker is stunned for up to six turns. The attacker must make a Stamina roll, with each success reducing the number of turns she is stunned by one. The attacker will always be stunned for at least one turn.

Monstrous Books (Level 2 Treasure)
Monstrous Books are rare treasures of Sluagh-origin, which became popular in particular with nobles of an Unseelie leaning. Typically, these blank books are given as gifts to the nobles while they are young, and are carried with them through life, accumulating secrets, spells and stratagems. The pages are usually made of high quality paper or parchment, and the book is nearly always bound in animal hide.

Over time, the owner writes within the book whatever they wish and thus become familiar to the book. However, should an individual with whom the book is unfamiliar try to grab it and read it, the books have been known to be temperamental, sometimes taking off fingers in the process. Most reported specimens have been known to possess sharp teeth in order to protect what is written within. There have been documented cases of a book opting to take on a second 'owner' if enough time and affection is given to the book, but such things are varied from book to book, and it is unclear whether the pages become blank again or if the original owner's text remains.

There are some rumors that Sluagh have been known to apply 'surgery' to their own books with the Monstrous Books that have been found, attaching the outer covers and spines onto their own extremely rare books to augment their defensive capabilities. (Written by Sir Ipsum.)

System: Monstrous Books bond to their owners over time. This is a lengthy process, taking a number of months equal to (10 - permanent Glamour). Anyone who attempts to open the book must succeed in a Strength + Enigmas roll (difficulty 8), and the book must be physically held or pinned open to be read. Once opened, the book inflicts three dice of chimerical lethal damage every turn until it is closed again or until physical contact with the book is broken.

If a new owner finds the book, the time taken for the book to imprint on the new owner is twice that of the original owner. Furthermore, the new owner must succeed on a Charisma + Empathy roll (difficulty 8) at the end of this time, or repeat the entire process again. The book can be opened during this time, but still inflicts damage (meanwhile, the new owner feeds the book, pets it, and otherwise cares for it, in an attempt to win its favour).

Rumplestiltskin's Wheel (Level 5 Treasure)
This is an old wooden spinning wheel, though the needle is notably made of copper. According to a famous German story, a Korred once saved the life of a miller's daughter by spinning straw into gold - this was the wheel he used. However, this wheel is also responsible for myths regarding lead being turned into gold. Truthfully, whatever is spun into it can be spun into gold, so long as some glamour is put into it. (Written by Sim.)

System: In order to use the Wheel, the spinner must remain unobserved by mortal eyes for the duration of the attempt. She should then roll Intelligence + Occult (difficulty 4 for a handful of straw, difficulty 9 for a pile of bricks). Each success beyond the first reduces the Glamour cost of the attempt by one. A failure means the attempt fails that day and cannot be tried again until after sunset the next evening (under the 'trying again' rules, a second attempt would be at +1 difficulty and a third at +2 difficulty, etc). Multiple fae can work together on the attempt, but a single botch mangles or destroys the item to be transformed. Repeated botches might also destroy the Wheel altogether.

In order to power the transformation, any fae involved in the spinning attempt must spend Glamour according to the size and hardness of the material, although the Glamour can be spent over minutes, hours or even days with multiple changelings pouring their energies into the effort for particularly spectacular results. A handful of straw would cost one point of Glamour, while a bail of straw would cost five Glamour. A single brick or a lump of lead would cost five points of Glamour, while a pile of bricks might cost twenty or even more. Usually the effects are not permanent, lasting a full calendar month, although a fae may spend a point of permanent Glamour to make the transformation indefinite.

Godfather Death (Variable Level)
Godfather Death is the name given to a rare herb found in deep dark chimerical forests in the Dreaming, known by its leaves that are so dark they are nearly black in colour. A fairytale once spoke about a physician who used a special herb to kill any fatal illness, supposedly due to his godfather being Death and helping him to cure patients. In reality, the physician was a skilled satyr wilder who discovered the dark miracle herb that cures even the worst of natural diseases. (Written by Sir Ipsum.)

System: The level of the Treasure indicates how much of the herb the changeling possesses. One dot would indicate a small personal stash worth about five doses or a tiny plant that would grow a single dose per month in a freehold. Two dots would indicate a personal stash of about 10 doses or a small plant, kept in a freehold or the Dreaming, that would net two doses every month. Three dots would indicate 20 doses or a medium-sized plant, kept in a freehold or the Dreaming, that would net five doses every month. Four dots would be 30 doses or a large plant, kept in a freehold or the Dreaming, that would net three doses every week. Five dots would be 50 doses or a large crop of plants, stored in a large freehold or the Dreaming, that would net 10 doses every week. One dose is enough to cure common ailments (cold, food poisoning), while three would cure more serious illnesses (chicken pox, mumps, gonorrhoea). Five doses temporarily delay chronic illnesses (diabetes, anaemia, HIV) for a month, while 10 doses and a point of Glamour can permanently cure serious illness (late-stage HIV, cancer, ebola). Note that the herb cannot be used to heal wounds or injuries.

Roswell Lantern (Level 3 Treasure)
This trinket is an old metal lantern with a single glass window for light to shine through. It possesses a shutter that 'opens' and 'closes' to allow the light to be turned on and off without blowing out the candle inside.

This lantern produces a unique glow, and if someone stares into the light directly, it is known to have a mesmerising effect until the light is turned off or otherwise removed from sight. Despite being made since the 1800s, these became most well-known for their use in the 20th century by prank-inclined fae to simulate UFO sightings in mortals, as it caused them to lose track of time while staring and to lose their memories of the event. They never even realise if their wallets or other small items are missing afterwards! (Written by Sir Ipsum.)

System: The user spends a point of Glamour to make the lantern's glow real (otherwise it is chimerical and only affects fae creatures). The subject must stare into the light for the effect to work, but once she does, she is spellbound until the light is extinguished or removed from sight. The effect automatically ends if the target is struck or placed in danger, but otherwise, the subject must roll three or more successes on a Willpower roll (difficulty 8) to escape the effects of the lantern. The subject will automatically forget anything that happened during the period of being spellbound, but can remember everything up to but not including laying eyes on the lantern.

White Rabbit's Looking Glass (Level 3 Treasure)
These trinkets look like simple mirrors of various sizes, though they tend to be large enough for a child to be able to fit through. There was once a pooka called the White Rabbit who became very found of a kinain girl named Alice. Her parents refused to let her play with him, so he made many looking glasses so that she could always slip away from her room. The mirrors act as doorways, allowing individuals to pass through them as if they were portals, going through whatever wall they are put up against. When not in use as doors, they resemble normal mirrors. (Written by Sir Ipsum.)

System: It costs a single point of Glamour to open the portal, and the user crosses through the wall behind the mirror to appear on the other side. If there are no mortal witnesses present, there is no Glamour cost for opening the portal. Only the owner of the mirror can pass through it unhindered. Any other fae can attempt to open the portal, but must spend an extra point of Glamour and succeed at a Stamina + Enigmas roll (difficulty of their own Banality). Humans can only pass through the mirror if they hold hands with a changeling and cross together, but any number of people can cross together in this manner, provided they all hold hands with each other.

Poppins Bag (Variable Level Treasure)
This trinket appears as a normal cloth bag, most are small, but some larger ones have been known to exist.

Popular among kithain that are frequent travellers, these bags, though small, seem to possess a small portion of the Dreaming, capable of storing any item which can fit through the opening of the bag. Rumors have said that some larger versions of these bags exist that serve as entire homes for families of kithain, provided their homes don't get picked up by some random passerby.

System: The level of this Treasure indicates the relative size inside the bag:

0 - a trunk or chest
00 - a wardrobe
000 - a storeroom
0000 - a living room
00000 - a house

Although it is possible to sleep inside such spaces, they do not possess a balefire and therefore cannot count as freeholds. They do make for great hiding places, however, provided the bag isn't forcibly sealed from the outside (tearing through the fabric would be a Strength + Crafts roll (difficulty 6)). Changelings will see the bag for what it is once opened. The bag cannot be used in sight of mortals, but once a changeling is inside the bag, any mortal who opens it will see nothing but an empty bag.

Hag Stone (Variable Level Treasure)
Also sometimes called an Adder Stone or Serpent's Stone, this trinket is a small stone (usually glassy) with a hole that appears to have naturally gone through it.

Accounts of these have existed since 60 AD. The stones are most commonly found in the British Isles, though some fae scholars claim the first ones were discovered in Greece. Ancient kinain and mortals often kept these stones in a belief that they protected from the worst of fae magics. Due to these rumors, these stones also became somewhat popular among commoner kithain, though few of those who owned these stones ever seemed to realise exactly what these stones actually do. (Written by Sir Ipsum.)

System: The level of the Hag Stone taken determines the number of successes any user of Protocol must exceed while in the presence of a Hag Stone. Thus, a fae attempting to use Protocol in the presence of a level five Hag Stone must get six successes or more to use her power.

Tiger's Toe (Level Four Treasure)
This is a single claw that appears to be attached to an orange and white-furred toe, with a small metal chain attached so it can be put onto a keychain, necklace or bracelet.

Originally marketed and sold by a group of pookas by the names of Eeny, Meeny, Miny and Mo, who often travelled between Britain and India in the early 1900s, tiger toes are capable of helping the holder choose the 'best' decision out of multiple choices, according to the rhyme. Truthfully, the toes have been proven not to point to the objectively best outcome, but instead whichever outcome will bring the holder closer to their Dán, or destiny.

System: Any time the character is able to fully recite the nursery rhyme 'Eeeny, Meeny, Miny, Mo' while using the treasure, her player may ask the Storyteller one question to guide the character to her Dán. The question must begin 'Should I...?' and have a yes or no answer. E.g., 'Should I take the left-hand path?' 'Should I steal this apple?' 'Should I wear these trousers with this top?' The answer doesn't have to be the most beneficial to the character, but should lead her closer to her destiny. The nursery rhyme takes approximately three combat turns to recite, during which the character must alternate the toe between left and right, awaiting inspiration from the Tuatha. She may not speed up the recital or attempt any other action while doing so. The answer comes to her as a gut feeling to either follow or abandon a specific course of action.

Bitty-Bitty Clang Clang (Level 3 Wonder/Level 4 Treasure)
A few of these were built by an Etherite known as Savanticus, intending to create a motor car capable of travelling between horizon realms. He succeeded, however his first trip into a 'horizon realm' ended up with him accidentally landing in Cottonopolis, and the local nockers were quick to whip up their own version of the design and share the schematics worldwide. Rumours say there are still nockers who make them occasionally, though some prefer to use much newer models of cars. Sightings of flying motorcycles and even flying Volkswagon Minivans are usually attributed to these machines. (Spheres Involved: Correspondence 3/Mind 3/Prime 1)(DreamCraft 1 and Wayfare 4) (Written by Sir Ipsum.)

System: The vehicle operates as normal, and moves at its usual speed, but can now fly at an altitude that exceeds the highest skyscrapers in the city. One point of Glamour or Quintessence is required to power the vehicle for 15 minutes, meaning that most places in the city can be reached with just two points of juice. Sometimes these vehicles are fitted with their own Quintessence/Glamour batteries, which can store up to 20 points and can be recharged (such vehicles are Level 4 Wonders instead, although changelings do not have to pay extra for the addition of a battery). Changelings must wyrd themselves and the vehicle before flying, or else they will appear to be flying through the sky on their own, and if seen by mortal eyes will be shunted into the Dreaming by the force of disbelief.

The Maiden's Tear (Level 2 Treasure)
This trinket is a small silver cross bearing a grey colored stone in the center. At one point, this object was strung on a necklace, and if re-strung could become part of one again.

Supposedly, this trinket was made during the 1400s, the stone made from glass encapsulating silt collected from the Seine the night of the execution of a famous female soldier. The stone was set into the silver cross and sent back to the soldier's home country of France. The trinket turned up again in the 1700s, worn by a French female spy whom kept it all her life. Upon her death, to settle a bet on the London Stock Exchange, she was medically examined and found to have been a man all along. This trinket was taken as part of the estate by Christie's, and eventually found its way back into Kithain hands.

This treasure's effect is something of a blessing and a curse. Whenever worn by a woman, the trinket has no effect, but if worn by a man, the treasure turns the wearer into a female version of themself for the duration of being worn. The change is physical, changing physical appearance and vocal chords to be distinctly feminine, but otherwise granting no other special traits (none have offered to test whether or not the trinket's powers will allow a male wearer to conceive, so its effects there are unknown.) Upon the object being removed, the wearer goes back to being their typical self.(Delusion 2/Facade) (Written by Sir Ipsum.)

System: Simply wearing the item is enough to enact the transformation. It lasts as long as the target wears the item. Any attempts to see through the illusion requires the beholder to have at least 2 in a relevant Ability, Sphere or Art, and then to roll more than five successes (difficulty 8).

Workhouse Teapot (Level 1 Treasure)
This trinket is an old discoloured, cracked teapot.

In the late 1700s to mid 1800s these were a common sight in various city freeholds, but have become less common over time. Workhouses often held many childlings in deplorable conditions for a cheaper labour force. This teapot has been enchanted to turn anything put into it (even poisonous chemicals, dirt or broken glass) into a safely edible and semi-warm cup of tea. Granted, making tea from dirt and the like doesn't give it the best flavour, but if there were any other choice, you probably wouldn't be using it to make tea in the first place! (Written by Sir Ipsum.)

System: The item(s) must be placed into the teapot (and therefore must fit inside it). If there are no human witnesses, the item(s) automatically transforms into a quantity of tea of a similar volume. The tea refreshes as would any normal cup of tea. Once transformed in this way, any items or materials put into the teapot are changed forever, and can only be transformed back with Primal or Metamorphosis (or Sphere magick).

The Emperor's Loom (Level 5 Treasure)
This treasure seems like an ordinary loom - nothing more, nothing less.

Stories tell of a group of Nockers who were once bid by an emperor to create a robe of the finest cloth in all the world. True to form, the Nockers made a loom capable of spinning chimerical cloth armour so strong and fine that it is actually invisible to all but the most discerning of eyes. This caused the emperor some later problems when he chose to parade around in his new suit. No clothing made of the cloth is known to exist, but with this loom a practiced craftsman could potentially make some, though wearing it is another issue entirely. (Written by Sir Ipsum.)

System: Any clothing made by The Emperor's Loom provides five dice against chimerical damage, but no Dexterity penalties. The clothing can be worn under other clothes without penalty.