The Horn of Seven Seals can remove many of one's inate inhibitions, allowing for greater effectiveness in battle. This can come at a hefty price, however.
A invaluable tool for those with a thirst for knowledge.
Fueled in large part by the Bearer's own will, this crown allows the right person to sit in judgement over other mortals.
An invaluable tool for the master diplomat or spy.
For the explorer at heart; an item to ease passage through any medium.
The ultimate tool of The Hunter; a bow that comes with seven different types of arrows.
Seven first-born sons pose a unique challenge for this small kingdom.
A dagger wielded in defense of the Modoc tribe, freezing its enemies in their tracks.
If kindness is the currency
that you most often use;
Then Silverbreath may come one day
to light Good Fortune's fuse.
-- Opening to 'The Ballad of the Shepherd and the Wyrm'
An unusual set of armor.
A soul that feels no remorse for the sins it has committed in life is unfit for paradise in the afterlife. Only those who fully grasp the weight of the harm they have visited upon others and repent are offered a chance at atonement. Only those who atone for their sins are allowed to move on.
-- The Book of Reprieve, 11:36:01
Dragons are truly awesome creatures. Too awesome in a lot of ways, really. Because of their power, their magnificence and their near-immortal lifespans, a GM might hesitate to include one in a campaign as anything other than an end boss. Here are 30 non-traditional ways to bring these wonderful beasts into your own campaign.
The excited, almost frantic sound of a mallet instrument erupts from the forest to your left. Within minutes, your party is confronted by a host of short, sprite-like gnomes clad in vivid greens and earthy browns. Attempts to communicate fall flat. The gnomes seem to ignore your words entirely, and you cannot understand the humming/whistling/snapping that apparently makes up their language. Luckily for you and your fellows, however, they don't seem hostile . . .
An enchanted forest where music permeates the fabric of life, leaving its mark on fauna and flora alike.
Due to the nature of tabletop RPGs, a campaign will often start with a random group of strangers. Here are some ways to get them adventuring together, without resorting to the old Tavern trope.
The most difficult thing in life is to know yourself. - Thales
No shadow may find a home within its walls.
Apprentice: “Master, this ritual must be performed under an eclipsed sun. We'll be here until next winter if we want to complete it!”
Mage: “Ah, but you are forgetting that we have a portable eclipse handy! Observe carefully . . .”
No one is allowed to do harm to those of Highest/ Imperial rank, those of the Imperial household or those related within two steps of blood. The second tradition is an executioner must be of a higher rank than those he executes. This leads to "issues" when someone tries to harm a member of the Imperial clan or when these members are subversive. Such people are often killed by the being chained under a giant bell. They die within a day or so from the vibration, but they die untouched by Human hands.