MAGIC
ITEMS OF THE NORTHLANDS
Alpine Unicorn |
Here’s
a list of 40 magical items for my Fallen Empire Setting, specifically the
Talpidy Lands along its Northern Border with the Pine Hells. The first 20 items are from the North and use
the shadow or more natural magic of the Pine Hellsman while the last twenty are
from the Empire and its fading, rotten tradition of high magic and marvelous
arcane manufacture.
I've also included a picture of an Alpine Unicorn, a horrible ghost eating predator of the Pine Shears that enjoys venting its considerable malice on human travelers.
I've also included a picture of an Alpine Unicorn, a horrible ghost eating predator of the Pine Shears that enjoys venting its considerable malice on human travelers.
XD20
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ARTIFACTS OF THE Blue Meadows
|
Weight
|
Fragile
|
1
|
Antler
Standard – Worn on the back, this insignia of crow feathers and antlers marks
the wearer as a Hellsman champion. The wearer of this item may ‘cleave’
(gaining another attack after killing any opponent) enemies.
|
Backpack
1 Item |
No
|
2
|
Black
Bones – A bundle of charred bones covered in crude runes. The spirit of the murdered warrior (3HD
immaterial undead) will hunt one target for assassination if submerged in
mead with a possession of the target.
|
Backpack
1 Item |
No
|
3
|
Mountain
Horn – The great translucent blue horn of a peak ape, ornamented with ancient
beaten copper bands. Blowing the horn
in snow bound mountainous areas will cause and direct avalanches. Once per session it can create an avalanche
that will strike in 1D6-1 turns doing 2 – 10 D6 damage depending on the
surroundings.
|
1
Handed
1 Item |
Yes
|
4
|
Shaman’s
Furs – Heavy seal, musk-ox and mountain goat fur, saturated with the black
tarry essence of shadow. These furs
both grant a +2 to all stealth checks is worn and give a -2 per die to damage
from cold.
|
Backpack
1 Item |
No
|
5
|
Pyre
Bead – A string of 1D6/2 thick wax beads, painted with lacquer. Within is the concentrated heat and flame
of a ritual bonfire. If exposed to
flame the beads will burst creating a 10’ x 10’ fireball that ignites all
flammable material (even frozen wood) and does 4D6 damage.
|
Trinket
Insignificant
|
Flammable
|
6
|
Mastodon
Bone Armor – A suit of banded armor carved from the bones and spirit of a
great ice elephant from the far north.
The medium armor and grants the wearer some of the mastodon’s strength
and ferocity (+1 to melee damage).
|
Armor
1 Item |
No
|
7
|
Beast
Mark – The tanned skin of a corpse tattooed with cruel runes. Stitched into the skin of the living it
will permanently transform them into a were-creature, most likely a wolf or
bear, but may be removed at death.
|
Trinket
Insignificant
|
No
|
8
|
Seeds
of Endurance – A finely carved bone box containing 2D6 bright green seeds
from an ancient pine. Each seed is
marked with a silver rune and when eaten will grant immunity to cold for 1
turn.
|
Potion
1 Item |
Yes
|
9
|
Crow’s
Teeth – Tied in a bundle of bark cloth with pine needles, these 1D6 small
black teeth are made of slippery black shadowstuff. When swallowed the eater
will transform into a crow for 1D6 turns, though there clothing and equipment
will not.
|
Trinket
Insignificant
|
No
|
10
|
Bone
Broth – 1D6/2 Cubes of unicorn bone bullion, wrapped in woven pine
needles. When added to boiling water
the cubes make a healing broth that will return one individual to full HP
after a turn.
|
Potion
1 Item |
No
|
11
|
Pine
Ring – Made of thick pine needles woven into an intricate and complex pattern
of magical significance. While
wearing the ring a wizard or priest may speak to pine trees. Pine trees are neither especially observant
or intelligent but will generally be
well disposed towards the ring’s wearer
|
Jewelry
Insignificant |
Flammable
|
12
|
Berserk’s
Girdle – Cracked and bloodstained, this thick belt is worked with teeth and
tiny bones. When wearing it a fighter
will heal 1 HP for every foe slain and develop a tendency toward foaming at
the mouth.
|
Jewelry
1 Item |
No
|
13
|
Heart
of Winter – A shriveled human heart encased in gleaming blue ice. At first it feels painfully cold to the
touch, but if kept near the body it soon (1 turn) feels natural. The owner will become immune to cold,
magical or otherwise, but develop a stiffness of manner and body that reduce
Charisma and Dexterity to 9 (unless already below 9).
|
Jewelry
1 Item |
Yes
|
14
|
Throwing
Iron – A blackened iron weapon, weighted for throwing and shaped a bit like a
spiked spider (range and damage as thrown hand axe). Upon striking a target the axe will animate
and twist, doing 1 point of damage per round until removed with a successful
STR check (each attempt takes a round).
|
1
Handed
1 Item |
No
|
15
|
Spirit
Drum – Covered in the tanned skin of tribal enemies, this small drum has the
power to raise the dead while it is in use.
On a successful save vs. spells one corpse can be animated while the
drum is played (as a 2HD revenant). On a failed save the drummer is energy
drained for 1 point of Strength (remove curse will cure).
|
2
Handed
1 Item |
Yes
|
16
|
Unicorn
Token –A carved and enchanted disk of unicorn horn that when burnt will
summon the nearest Alpine Unicorn. The
malicious and fearsome creature will appear in 1D6-1 turns and be in the
typical foul mood of its kind.
|
Trinket
Insignificant
|
No
|
17
|
Spirit
Rattle – The skull of a child, lost to the pines, atop a black horn rod, this
object can summon the mocking ghostlights common in the most cursed copses of
the Pine Hells. On a successful Wisdom
check the bearer can call forth a set of bobbing, darting wisps (as the
dancing lights spell) to confound and misdirect.
|
1
Handed
1 Item |
No
|
18
|
Hunter’s
Respite – a bundled wool rug, pattern to depict a small sound cabin, stocked
for a week’s stay. If blood from a
freshly slain animal is dripped on the rug, the cabin depicted will appear,
providing shelter and sustenance for up to five people for a week, before
fading back into a rug. The cabin
restocks itself slowly, filling with a day of firewood, food and beer per
session it is dormant up to the week maximum.
|
Backpack
2 Items |
Flammable
|
19
|
Tincture
of Night – A cracked yellow gourd filled with black oily shadow. If oil is ingested it is a dangerous and
deadly poison. However, whatever it is
poured over (including up to one normal sized person) will become invisible
as long as it is night.
|
Potion
1 Item |
Yes
|
20
|
Alchemical
Bandage – Laced with healing agents and powders this bandage, still sealed in
a tin marked with an Imperial military crest used to be standard issue for Imperial
troops. If applied to a wound (a 1
round action) it will begin immediately to heal any injury at a rate of 1
point per round until it has healed up to 2D6 hit points. The bandage may not be reused.
|
Potion
1 Item |
Flammable
|
21/1
|
Essence
of Blue Flower – Distilled, dried and stabilized through a lost alchemical
process these blue crystals can be mixed with water or insufflated to cure
poison or disease.
|
Potion
1 Item |
No
|
22/2
|
Marble
Limb – Most likely a leg or arm when discovered, probably still attached to a
withered corpse. These sorcerous prosthesis were popular in the first years
of the Successor empire as a means of displaying one’s loyalty to the
polity. If placed on a stump it will
create a poison, acid and heat immune limb of animate white marble.
|
Backpack
1
Item
|
No
|
23/3
|
Recall
Badge – A gilt covered clay badge, emblazoned with the ram’s head seal of the
XVII legion, when clutched with a sincere wish for safety or flight will
magically whisk the owner back to the central courtyard of Talpidy town
before crumbling to dust
|
Trinket
Insignificant |
No
|
24/4
|
Icon of the
Golden Emperor – A corpulent iron idol covered in flaking gold leaf. The holy spirit of the 83rd
“Golden” Emperor, watches the idol and will grant health and vigor to those
that sacrifice it gold, by feeding the idol coins or gold dust. For every 100 GP sacrificed the idol will
heal 1D6 HP, however the idol, and its spirit are greedy and there is a 1 in
6 chance (cumulative in the same session)
that the gold will simply be taken by the idol (on the first use a 6
means the gold has been stolen, on the next use a 5 or 6.
|
Backpack
1 Item |
No
|
25/5
|
Lock
Swarm – A tiny swarm of insectile automatons, the lock bees will attack and unlock
(5 in 6 chance) any mechanical lock in one turn. If they fail however it
indicates that the swarm is exhausted and its various tiny limbs and stingers
are bent and broken to uselessness.
|
Potion
1 Item |
Yes
|
26/6
|
Jaeger’s
Bullroarer – A musical instrument and signaling device made from a twisted
sheep gut cord and a heavy lozenge of blued wood covered in guild
markings. When swung above the head the
device makes a cacophonous sound that will repel owlbears and other beasts.
Such creatures must save vs. Spells to avoid fleeing the horrible sound. Unfortunately the noise of the bullroarer
carries and is very distinctive – immediately roll on the local random
encounter table to see what or who it has attracted noting that animals will
not approach the sound.
|
1
Handed
1 Item |
No
|
27/7
|
Mask
of the First Emperor – Finely crafted from gold and ivory, meant to be tied
on with string. The mask depicts the shockingly beautiful 1st
Emperor and while worn the wearer is under his divine protection (as
Protection From Evil). The mask has no
eye holes, and while wearing it the wearing is blind and at -4 to all rolls.
|
1
Handed
1 Item |
No
|
28/8
|
Cunning
Lamp – Elegant twists of brass wire surround a thin crystal orb trapping a
small fragment of some celestial consciousness within. If the proper name (engraved on the base is
spoken) the lamp will produce a steady white light as a lantern, without the
need for fuel or oxygen and can even dispel magical darkness.
|
1
Handed
1 Item |
Yes
|
29/9
|
Hussar’s
Panoply – The armor of an Imperial Hussar, AC 18, -1 per die to all damage
received and -1 to Initiative. The
circumstances of discovering this suit of smooth bonewhite plate vary –
scoured clean by snow and ice, with a withered mummy inside or stuffed with
straw and painted bright colors as a god to primitive mountain folk, however
discovered the armor is like nothing made in the Empire today.
|
Armor
1 Item |
No
|
30/10
|
Summer’s
Flower – Encased in a glass tube this bright red bloom radiates the warmth of
a lowland summer. When the flower is planted, it creates a 10’ diameter
sphere of summer and the flower freezes and blackens. All ice, including permafrost melts. Magical ice and ice creatures are destroyed
if they fail a save vs. spells.
|
Potion
1 Item |
Yes
|
31/11
|
Ring
of Songs – This golden ring stores songs.
It is likely filled with an ancient marching song, but the song can be
easily replaced. The ring is easily
triggered to store and replay any speech.
|
Jewelry
Insignificant
|
No
|
32/12
|
Wicker
Soldier – Wrapped in a waxed sack, the wicker soldier is a crude bundle of
tied lowland grasses that will unroll into a man-sized manikin with 1
HD. If armed and armored it will fight
as a 0-level man at arms or otherwise aid its owner for 1 day. The manikin is considered to have physical
stats of 9.
|
Backpack
2 Item |
Flammable
|
33/13
|
Possible
Arrow – A single bonewhite arrow inscribed with silver sigil work. When fired at a target the arrow will
multiply along all possibilities of the shot.
Roll one attack and then treat the arrow as five attacks, at -2, -1, 0
+1 and +2 to hit from the attack roll.
Each hit will do 1D6, and fumbles are possible.
|
Backpack
1 Item |
No
|
34/14
|
Prayer
Script – A bundle of brittle parchment, engraved and illuminated to resemble
various Imperial script, patents and licenses. Burning the entire pile of these enchanted
papers will charm the spirits of the Emperors and create a 10’ Diameter
circle of protection, immune to missiles from without, and ables to prevent
any creature with violent intent from crossing into its smoky confines. The fire will last 1D6/3 turns before the
script is consumed and the divine will departs.
|
Potion
1 Item |
Flammable
|
35/15
|
Insignia
of the XXI Legion – Worn and cracked
by time, this bonewhite standard
topper is chased in platinum and molded into the shape of a ram’s horn. When displayed prominently atop a pole, the
bearer may not act, but all allies within 50’ gain +1 Initiative.
|
2
Handed
1 Item |
No
|
36/16
|
Fop’s
Panoply -A violently bright suit of lace and frills, 2D10x10 years out of
style. The suit will remain forever
neat and devoid of stains, which has the advantage of granting the wearer (it
will not fit under armor) a +2 to all saves.
|
Armor
1 Item |
No
|
37/17
|
Divine
Fire – A Heavy glass orb, sometimes still wrapped in layers of black
felt. Looking through the thick
ensigiled crystal reveals a microcosm of flame and destruction. If the flask
is shattered it will create a 80’ diameter apocalypse of otherworldly flame
(throwing distance of the orb is a maximum of 60’ without siege engines) that
will destroy all creatures within (Save vs. spells or die, on a successful
save take 10D6 flame damage).
|
Potion
1 Item |
Yes
|
38/18
|
Sweetheart’s
Promise – A fine cameo inside a bonewhite and platinum locket. If the image of a willing loved one is
placed within the locket (the man or woman currently depicted is long dead) a
single killing blow will be diverted by the jewelry’s magic, instead injuring
the person who’s image is in the locket (doing 1D6/2 damage) but sparing the
wearer.
|
Jewelry
Insignificant |
No
|
39/19
|
Merchant’s
Lens – A crystal reticule that allows its wearer to recognize fakes and
value. While wearing the lens the
character has the equivalent of a 4 in 6 Acumen skill as it relates to the
appraisal of valuables.
|
Jewelry
Insignificant |
Yes
|
40/20
|
Force
Lance – Ancient and powerful, a rod of crystal about 6’ long, this artifact
is a fabled force lance. If the proper
words are spoken (the name of an Emperor usually) the lance will project a
beam of cosmic force at a target. The
target may save vs. spells, to resist the power of the lance. Failure results
in instant, explosive death. On a successful save the target takes 3D6
damage. The lance has 2D6 more charges before it shatters.
|
2
Handed
1 Item |
No
|
Cool items. A lot of nice color.
ReplyDeleteHear here. I will use this in its entirety in my home campaign.
ReplyDeletemore fallen empire! more! best snowflake currently around!
ReplyDeleteSee the thing is I don't think of this as a remotely unique setting - it's my vanilla fantasy setting - pretty much straight high-fantasy apocalypse with a bit too much Virconium thrown in.
Delete