Northern Realm Items of Power
Northern Realm Items of Power
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.
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.