bug: Pages numbered correctly in books/core

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<h1>ARTIFACTS</h1>
<p>While rare items allow you to customize your character, artifacts are the objects your entire campaign will revolve around. They dont just grant you a bonus to Checks, improved damage or a way to ignore status effects: no, artifacts are so powerful that they draw the attention of the major factions in your world.</p>
<p>Artifacts cannot be sold or purchased, except for truly ludicrous prices — and even then, there arent many who are willing to part with such powerful objects.</p>
<h1>Artifact Descriptions</h1>
<section>
<h2>BLACK BLOOD</h2>
<p>A large vial filled with an oily and sticky black substance.</p>
<p>It is said this liquid was gathered from a tainted spring in the depths of the earth. Those who drink it gain a peculiar ability: when killed, their spirit will not return to the stream of souls that permeates the world. Instead, they will retain their conscience and remain bound to the land of the living.</p>
<p>Why anyone would choose such a fate remains a mystery, however...</p>
</section>
<h2>ARTIFACTS IN YOUR GAME</h2>
<p>There are no rules for designing an artifact: its fantastic effects should go way beyond those of typical spells and magical items, and are only limited by what you as the Game Master think would be appropriate. Needless to say, you cant have a new artifact pop up every other session — each story arc should feature one or two at most.</p>
<p>Make sure your artifacts are important elements of the ongoing story at the table, and not just “super powerful magical toys”.</p>
<section>
<h2>DEAD MAN'S ZENIT</h2>
<p>It resembles an ancient gold coin, save for the skull on its back. Easily lost or misplaced, this unassuming gold coin appears worn by age. Many who see the shining skull on its flip side would laugh it out as a coinsmith's prank, but old sailors would urge them to let the thing sink to the bottom of the ocean: an old legend tells of an indestructible golden coin whose bearer may command an army of ghostly pirates in exchange for their own soul.</p>
</section>
<h2>ASTROSCOPE</h2>
<p>A large globe filled with stars and swirling clouds.</p>
<p>Anyone who rests their hand atop this powerful artifact and gazes upon the swirling energy within can manipulate the cycle of day and night within a range of 1 travel day; they may also modify weather conditions in the same area (wind, blizzards, snow, clouds, and so on). This functions identically to an <strong role="keyword">Entropism</strong> (for day and night) or <strong role="keyword">Elementalism</strong> (for weather conditions) Ritual, but this artifact does not consume Mind Points and the user does not need to have mastered any of the magical disciplines in question.</p>
<p>Philip Forlenza (Order #)</p>
<section>
<h2>FINAL FEATHER</h2>
<p>This beautiful feather shines with the colors of the rainbow. Countless scholars have debated the nature and origin of this forearm-sized feather but were unable to find an answer. Only two things are certain: it's the last of its kind, and several legends suggest it can be crushed into a light powder that can resurrect a recently fallen creature.</p>
<p>Up until now, no one has gathered the courage to put that legend to the test, especially because it would mean destroying the feather.</p>
</section>
<section>
<h2>HELM OF THOUGHTS</h2>
<p>Fashioned from the skull of an unknown beast, this helm is surprisingly light. Whoever wears this artifact can effortlessly sense the surface thoughts and emotions of surrounding people. By focusing their attention and using an action, the wearer can read the thoughts of a specific living creature. While using the dreadful power of this artifact, the target only feels a faint tingling sensation at the base of their skull, unaware that their mind is being read.</p>
</section>
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<p>Philip Forlenza (Order #)</p>
</footer>