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Northern Realm Items of Power

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52 views7 pages

Northern Realm Items of Power

Uploaded by

ffarris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Items of Power

Author: Spencer Hudson


Artist: Magdalena Zwierzchowska
Enchanted Things
Enchanted things are scattered throughout the realm. Most are lost to time, stumbled upon by intrepid adventurers
in the horde of a troll, or vault of a deceased old wizard, on the corpse of a knight, or long hidden beneath the
underbrush, these magical items can be rings, mirrors, weapons, armor, scrolls, staves, and sometimes specific
items, valued by the enchanter or simply loved or hated so much that over time the emotional connection changes
it. Some magic items even develop a personality and on rare occasions develop the ability to express it. Enchanted
things are effectively priceless.

Weapons: Magic weapons are strengthened and Staves: A staff is an incredibly powerful magic item.
valuable. Many have an ability that manifests in a Up to 4 Power and 1 spell can be stored within it. If you
particular way. use a staff as a weapon, it is a magical quarterstaff. To
use a staff you must know its name and you must be
Armor: Armor includes suits of armor and shields. able to cast sorcery spells. You may use the Power
Magic armor is stronger and many times more valuable stored within the staff to cast spells you know.
than normal armor. Some suits of armor have an ability Likewise, you can cast the spell stored within it using
that manifests in a particular way. your Power. Once the staff is sapped of Power it
regains only 1 Power each day.
Potions: A potion is a liquid purposefully mixed and
endowed with a spell-like effect. The entire potion must Tomes: Tomes of magic are the property of wizards
be consumed otherwise only a fraction of the effect and alchemists. They explain the intricacies of spells in
imparts on the drinker (usually in terms of the duration great detail. If discovered, a spellcaster can decipher the
of the spell). few spells described within and master them with time.
Rings: Rings are powerful magic items. They are some Wands: Wands are exceedingly rare. A wand bears no
of the rarest things in the world. Rings are a circular power in and of itself. Instead, magic is channeled
band worn on the finger with a passive spell-like power. through it. It can have any shape– a stick, shaft of
wood, figurine, and so on. Wands have 3 basic types,
Scrolls: A scroll is a spell scribed onto parchment. It one that adds, one that changes, and one that produces.
has inherent magic but still requires Power. To cast the All types of wands require a spell cast into them.
scribed spell you must be able to read it, spend a full
round casting it, and spend Power equal to its degree of Objects: Objects include enchanted jewelry, tools,
complexity (you cannot spend more). If the scribed books, clothing, and more. They range from strikingly
spell has the same magic type as other spells you know, powerful to subtle. Enchanted objects tend to either
it is cast as a cantrip. If the spell is not the same magic affect your abilities or produce a spell-like effect, but
type, any identical dice effect you trigger with it is as if they are not limited to it.
you rolled on more of the same die instead (a double
now becomes a triple and so on).
Items of Power
The following are enchanted items hidden in Rhen. Each is unique. Each has its own story. For long years they
have waited for the touch of mortal hands. Tread lightly with these items and respect their power.

Weapons Spellbrand and other great weapons. All things are


malleable under its heavy blows. Scyppend ignores
Aglac: The epic of Synne includes many tales about material hardness and shapes metal without needing to
the warrior woman. On her quests, Aglac is often her heat it in a furnace.
favorite tool for dispatching foes. Seldom told is the
story about when she took Aglac from her father and Armor
turned it on him. Drain up to 1d6 Life in addition to
damage on a successful hit. Spend 1 Power per Life Endrthaga: This iron shield never rusts. It is plain,
drained this way. unremarkable except that on its flatness it bears no
mark or indentation, not even a rivet. When Endrthaga
Anmod: Found in the forest by the baron of Keth and is hammered with a mallet or heavy object, its clamor
passed down his line, Anmod is noted as much in local frightens away fae creatures. The effect allows a Will
legends as in history. It is said that its blade is check DC 10.
tempered with wyrm’s breath and its hilt is always
warm to the touch. Anmod grants its wielder a random Hundred Hands Shield: This wooden shield is painted
knightly art at the start of each combat encounter. with a wreath of hands on a green background. When
struck (an enemy strikes and misses and you are not
Hraezla: When Hraezla sings, its words are doom, defenseless) the hands move and grasp the weapon.
doom, doom. Its edge, so keen, it cleaves stone. It is Immediately roll opposing Strength checks, if you
one of three famous artifacts in the Vára Saga. When succeed you wrench the weapon away from your foe.
Hraezla is turned on an enemy it becomes frightened. Later you can easily draw out the weapon from the
The target is allowed a Will check, DC 10. If it fails by shield. If too many weapons are attached to the shield
5 it is panicked instead. The target cannot be immune the Hundred Hands Shield becomes useless to you.
to this effect.
Maetrian War Masks: These masks are said to provide
Konok: Fashioned in the time of fear, Konok is a protection against the elements. They grant resistance
bastion of tenacity and hope. Over three longs days, to one element.
Etel the Brave led her people to the Benes Heights
with only the sharp point of Konok and a dozen able Strazar: Maetrian war masks are famous, even in the
bodied villagers to keep the dark and its creatures at human world, but Strazar is renowned even in Maetra.
bay. Her achievement is immortalized in a series of The king bestows Strazar upon a worthy warrior
tapestries that grace the halls of Fér nobility. Konok before important battles. Once donned, its wearer
cannot be sheathed while undead are near. Double any gains Temporary Life equal to its Power.
ability on checks to resist undead abilities and spells
that target you. Potions
Reithi: Lo’ steel alight, if I should doubt, in blackest Blood of a Skinchanger: Dark crimson– near black,
night, thine creeping end, banish the blight, nigh thick, tasting of iron, of human blood, the label on the
comes the dawn. Reithi bursts into fire in spells that bottle reads skinchanger. Has the witch slain some
produce cold or darkness effects and negates the poor soul merely to study the pieces? Was the blood
effects in a 10 ft. radius. given freely? Skinchangers are a strange lot, but tough.
Drinking the contents would never cross your mind,
Scyppend: A relic of Storgeard in the time of Aerden but if it did, if you drained its whole contents, your
and the free kings, Scyppend wrought Flameheart and
senses would heighten as if waking from a long sleep. Ring of Discretion: Leane, first ruling queen of
The drinker gains the benefit of low-light vision, scent, Storgeard was said to have such a ring. When she tired
and +1 Strength. of parties she would don the ring and slip from notice.
Those in the vicinity apply only ½ the result of their
Demon’s Draught: The Demon’s Draught is a potion Perception checks to notice the ring wearer. Only
of black sludge. How it came to the world is a when speaking (or garnering attention) can the wearer
mystery. Pouring it out is like pouring out tar. be unerringly noticed.
Draining its entire contents transforms the drinker into
a fiend, though no one’s every tried. Consuming only a Valak’s Rings: Valak prominently wore three silver
portion of the draught kills the drinker. rings. In them he invested a part of himself. When
worn, the wearer gains immunity from one of the
Liquid Light: At rest, the bottle appears to contain a following: check to resist spells based on Intuition,
dull-colored liquid, like old milk, but aggravated, the Dexterity, or Strength. With time the wearer also gains
vial produces a profound light. If poured out, the liquid some characteristics of a Noble, to the point that the
concentrates into a slender vertical door, shimmering wearer becomes a thrall (the process cannot be
with pure light. It is a gateway into the Aether. If one reversed, but it can be stopped).
were to drink Liquid Light instead, then a powerful
theurgy spell becomes a part of the drinker. Scrolls
Mur: A thin liquid, Mur has an oily sheen and the Bend Reality: Wulfric, that most famous of wizards,
strong smell of alcohol. The liquid has many names, known to every child in the Free Realm, his stories
spellthief, wizardsbane, elall; made with the roots of a include many wondrous and fantastical things. In his
poisonous flower and preserved in alcohol, Mur is as bag of tricks are doodads, charms, and scrolls. One
effective as it is merciless. Once consumed, it such is the infamous Traveling spell. As it’s read, the
immediately takes effect, the drinker loses 1 Power world begins to change. The reader must hold fast in
each round until there is no more Power to lose. their mind the location they wish to travel to. To
complete the spell the reader must roll a successful
The Weeper’s Tears: On a shelf in the house of the
Will check or lose consciousness.
dead wizard Istvan sits a small opaque vial. Untouched
and covered in dust, only a few drops are preserved. Havren’s Scroll: There’s nothing more strange, more
Should the contents ever be consumed the drinker secretive, more unknown than the enigma of the
slumps to the ground, enters into a deep slumber, and Havren. Their connection to previous Havren binds
begins dreaming. The dreamer’s shadow is transported them to history but divorces them from humanity.
to a place in the swamplands where a woman sobs Reading the Havren’s Scroll lays the first foundations
beneath a massive willow tree… to the Palace of Memory, connecting the reader to all
the past minds of the Havren.
Vial of Darkness: Within the glass jar is a roiling
cloud, absent of light. Pouring it out floods a space 100 Transference: On this tan piece of parchment is
ft. in radius and 10 ft. high in utter darkness. The illegible scribble. Its symbols cannot be deciphered.
darkness consumes all light. It cannot be extinguished, All that this scroll requires is a name, a true name.
but it can be coaxed back into a vessel with the right Once spoken, the thoughts of the speaker reverberate
tools. If one dares to drink it, they become a shadow as a thousand deafening voices, overwhelming the
and exist as such forever. target’s mind. If the reader is a magician, the named
target also becomes the target of a random spell the
Rings magician knows. The spell is cast as if the Spell Dice
result were 24 (do not trigger the identical dice effect).
Bertalan’s Shroud: Bertalan the amazing. Bertalan the
sweet spoken. Bertalan the thief. Bertalan’s Shroud Staves
renders one invisible in shadows for as long as they do
not move.
Ákos: Ákos in Keleti means white falcon. It is the staff There was hope in the screams of her enemies– in their
of Aliz Eszes, the last remaining member of her agony. When you cast a spell expending 3 or more
family. Aliz was gifted Ákos in the Free City by her Power, Aelan produces destructive white fire. Target
mentor and friend Ewart Bellamy, a wizard of some creature or object within 50 ft. bursts into flames
renown. This ashen white staff, tall and smooth has a dealing 1d6 damage per Power. Targets reduced to 0
large crystal imbedded at its topmost point. The staff Life are rendered to ash.
houses a single extraordinary spell, Outside Time.
Perhaps because of its nature Ákos also protects its Anydros: There is inherent magic in Anydros. A
owner from temporal effects. perfect crystal sphere, water won’t touch it. Anydros is
a treasure of House Athelon. The sphere predates the
Daron: Oswin ever the romantic and scholar, named study of magic and indeed its believed to be older than
his staff for the Grey’s goddess of writing and the aelfs. All Danons are free to study the mystery of
language. Made from strong cherry wood, Daron has its power, but few are able to take it from the gardens.
been with Oswin for over half a century. There is no If one feeds Power into Anydros, the radius of its water
spell stored within Daron. Instead it possesses the aversion increases ten fold per Spell Dice.
ability to modify spells with metamagic. What’s more,
it seems to have a mind of its own and will modify Behelen: A slender, crooked piece of black metal,
spells as it sees fit, depending on the target or Behelen is unremarkable, but when a spell is cast
intentions. through it, the crooked rod begins to twist and writhe.
Behelen never quite appears the same as its shape
Rædenna: The Rædenna are a symbol of the Free changes with each spell. This wand turns any visual
City’s ruling body, the High Council. There are nine, aspect of a spell invisible.
one for each council member. Created by the first of
the Optimits, they appear as if splintered from solid Belucan: A small broken music box, Belucan seems
rock. Each Ræden is unique, thin and a different shade little more than a curious bauble. Even when a spell is
of slate, they are also heavy and cumbersome, it’s a cast upon it, it does nothing, but perform a
wonder all the Rædenna have survived unbroken. counterspell with it, the music box begins to play. Not
Every Ræden possesses a unique spell and acts as a only is the target spell countered, Belucan also blocks
key. Only with a Ræden can one enter the most secret conjuration spells from being cast within hearing
places in the city. Separately, that is the extent of their distance of the music and dismisses (temporarily)
power. However, together the Rædenna are able to conjured things for as long as it plays.
perform special magic. Each Ræden contains a shard
of a spell. Nine Rædenna can cast spells such as the Frore: An old gnarled stick, there is little to
Spell of Lingering Darkness (a rare spell unknown to differentiate Frore from a pile of dead twigs. There is
others in the Free Realm and thought only to exist in a however, something different about it. Lifting it from
single scroll in Anyavera). the ground, it has the heft of a much denser object. If a
spell is cast through it, it produces a chilling aura. If a
Wands spell cast through it has a specific damage-type, such
as a Fireball, it changes to cold. Creatures reduced to 0
Adelaida’s Charm: A small silver trinket, Adelaida’s Life with this wand, become frozen and perish.
Charm is detailed with engravings of swans. This
Hierdan: Sitting on Ealhstan’s shelf is Hierdan, a
fragile charm produces a numbing sensation when
statue of a soldier. The little man has a tall spear and a
held. Casting an evocation spell with Adelaida’s
tall shield. Casting a Shield spell through it will render
Charm alters the spell so that it can interact with
the spell more effective (it will now block melee
incorporeal things.
attacks as well). Likewise, casting Sword through it
Aelan: When the high priestess faced hordes of the will instead conjure a spear that can defend while also
enemy, Aelan, was a beacon in choking darkness. Its making ranged attacks.
light smote down Serra’s foes in a purifying blaze.
Mother Goddess: This small figurine has the
appearance of a pregnant mother with wide hips and stories as a mythical object; sometimes a tool of
swollen breasts. Lozenge-shaped and painted in red Bogdan the god of craft and other times the whetstone
ochre, this powerful artifact has a profound effect on of the great smith Anselm Maur. This celebrated
magic. Spells cast through it gain +1 Spell Die. This object was said to make an edge so sharp it could split
additional Spell Die is not a Cantrip Die and it does granite. If a slashing weapon is sharpened on Ecgan its
not trigger the identical dice effect. Once the critical range increases for the day.
spellcaster has spent half their total Power they
become fatigued. Once all Power is expended they Guardian Amulets: In Kelet, clerics of the Three
become exhausted. Ladies retain a number of amulets, known as Guardian
Amulets. These amulets impart protection to the wearer
Tarvos: A sensation of unease is sure to send feverish against certain creatures, in particular constructs and
goosebumps up the hand that holds it. Tarvos is an the undead. An amulet that wards away undead
unnerving thing. The dagger is cold steel; a coldness creatures prevents their approach unless they make a
that gives the impression it cannot be warmed. Casting moderately difficult Will check (CR 10). The church
a spell with a fear effect through this dagger increases would never sell a guardian amulet, but after the
its potency one step. In addition, any mind-affecting disastrous Aelf War, not all are accounted for.
spell frightens the target.
Hrith: This horn keeps enemies at bay. Enemies must
Objects make a Will check, CR 10 or they cannot approach
you for 1d6 rounds. It requires 1 Power and an action
Aethra: This horn strikes fear into enemies. When to activate.
braying this horn, enemies must make a Will check,
CR 10. An enemy that fails its check is frightened for Living Lamp: This ornate silver lamp is forever lit. A
1d6 rounds. It requires 1 Power and an action to tiny blue flame, imperceptible when it wants to be, but
activate. undeniable in the dark, flickers on its wick. Speak the
name Akhet and the tiny flame flares to brilliant life.
Brass Sundial: This sundial fits in the palm of the The tiny mephit lives in this silver lamp. Akhet
hand. Intricate engravings round the handsome trinket; produces a bright azure flame and can leap from the
otherwise it does little more than tell the time with its wick to fulfill a request. Once Akhet is drained of
shadow. But to those that can perceive weaves of power it must return to the lamp to rest. If ever put out
magic, confounding enchantments form a labyrinth of or smothered, Akhet is destroyed.
protections. Solid as a block of steel, at noontime each
day, applying moderate pressure to a circular Magdalenian Altar: Remnants of Naerod are evident
engraving on its underside reveals a hidden throughout Vale. The court of Erod is built around the
compartment. What was there originally is anyone’s Magdalenian Altar. The altar’s heavy stone slabs have
guess. Once closed, the contents of the compartment no seams, giving it the appearance of being carved out
become completely hidden. of Erod’s foundations. The ruling seat of Erod is
positioned directly behind the altar. Those who make
Bréost: A gem that holds a spell. To cast it, a word or an oath or swear to the altar are forced to adhere to it.
trigger is required to release it. Once sworn, the oathkeeper cannot perform an action
that would violate the oath. If the oathkeeper should
Ealdgyd’s Spinning Wheel: This fantastic spinning try, they become physically unable to complete that
wheel turns spun flax into silk. action.

Ebba’s Fantastic Moving Portraits: These portraits are Many-Colored Cloak: The Many-Colored Cloak of the
the recorded scenes of the great noble families during Khoro aids performers in disappearing and appearing
the reign of King Godric of Storgeard. The portraits in wild flourishes of movement. Once donned, roll an
begin moving when light is cast upon them. extra d6 on Dexterity checks pertaining to stealth.

Ecgan: The Ecgan is often referenced in Naerodian Marble Throne: Miklos, the lord of Fenyovar sits on a
marble throne. Like many abandoned artifacts of The Knight and the Dragon: This is the story of Ned.
Naerod, it is designed to appear as if carved from the Ned is a young prince in a peaceful kingdom. One day
rock it sits on. Likewise, the backrest of the throne a pesky dragon named Hror comes and steals his
seamlessly melds into the walls of the castle. When sheep. The story follows Ned on his adventure through
Miklos sits upon the Marble Throne he appears taller his kingdom. He travels up the river to the fen, into the
and more imposing. When he speaks, he speaks with forest and to the mountains. The long journey is
suggestive power. Any who sit on the Marble Throne recounted as a children’s tale. At the end it’s revealed
speak with the power of suggestion. that Ned is a young boy asleep in his bed and the
dragon Hror is just a dream. The story is not unusual,
Null Spike: Tall and cruel looking, this wicked lance except reading the book multiple times seems to reveal
has long stood piercing the ground. Nothing grows new things in the story as each time Ned’s dream
around it in Greywood, nothing for miles. The changes. In truth, this old book is a prison. Ned is real.
blackened earth goes on and on in a perfect circle until He is the son of Godric, the last King of Storgeard and
the barren ground gives way to rotten vegetation. The he is trapped in his favorite book.
black spike is an unrecognizable metal. It destroys
growth and with time, the circle of destruction The Winter Witch and Other Fairytales: This
increases. To what limit is unknown. illustrated book of tales belies a strange purpose.
Though beautiful, the art has an enchanting quality
Scinnian Gate: The Great Fen obscures many things. with eerie imagery. The stories are odd as well. The
In its north end, broken remnants and dense theme of shadow and fae features prominently. It is
undergrowth give way to an ancient fortress. Few full of fairy songs, poetry, and silly witch chants.
structures still stand, but near its heart are three pillars. Strangest of all, the described rituals and much of the
Each has engravings that depict a woman, fae poetry are real spells. Many demonic and fae rituals
creatures, and a black rose. Just beyond them is the can be gleaned from its text, indeed spoken and
Scinnian Gate. Ruined and overgrown, this circular performed correctly they act as described in the book.
portal leads into the underground. Roots surround it
and cross the entrance in such a way that they appear Tryphon’s Rings: Tryphon the Ancient is associated
as part of the gateway. The opening leads to an with time. Tryphon’s Rings is an orrery. Text
extensive underground complex. Studying it closely describing its design exists in Elne’s Tower of
reveals distortions in the dark depths. Passing the Remembrance and copies buried in the Library of
threshold into the first chamber reveals a dimly lit hall. Halia. Though it’s only ever been described in text,
The rooms are made visible by some unlight Tryphon’s Rings is believed to have existed at some
emanating from its walls, like an outline. These rooms point. Altering the position of its rings moves time
exist only in the Shadow Realm as does everything forwards and backwards.
else beyond the Scinnian Gate.
Vaskr: This horn heartens your allies. Allies gain a +2
Seven Crow Puzzle: The small sculpture of crows attack bonus for 1d6 rounds. It requires 1 Power and
forms a complex puzzle. Each crow can only be an action to activate.
removed in a specific way and disassembling it is
surprisingly difficult. There is also a secret puzzle, Ziva’s Trinkets: The Khoro are known across the
more difficult than the physical one. If a spell, any Hereg, from Crocáno to Vad. Ziva was one of five
spell is cast on the Seven Crow Puzzle; the mind of the founding Khoro members, so naturally stories of her
spellcaster becomes immediately trapped. The ancient and her companions are now legend. Khoro songs tell
maze which confines the caster’s mind is massive, but of her many bracelets, bangles, and rings, and their
if the physical Seven Crow Puzzle is solved, the clangor that would silence onlookers. Ziva’s Trinkets
trapped spellcaster is released. add a mesmerizing quality to dances that charm all the
watchers.

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