The weapon has elvish writting on the hilt, which describes the power of the blade and a warning to whomever may use it. the main users are elvish warriers and members of a royal family as it is normally handed down a family line. The blade is made of platinum which shines mother of pearl and when commanded to it can submerge itself in boiling water which can get up to 110 degrees. The attacker can not withstand the blade near them or on there skin, as the blade enters the body the boiling water will burn them from the inside out within a matter of seconds.
One of the most powerful relics of the persecuted People of the Coral is the Saviour, a beautiful multi-coloured coral trident that has saved them more then once from total destruction in the wars of the past,and was given to them by their goddess…
Magical cloak that acts as armor. Protection against normal and magical attacks as well as holy spells. Gives creatures who are harmed by light and sunlight immunity. Give wearer the ability to become invisible at night. Sentient and cursed. See full description for details.
Casting Bones - same as that used by witch doctors.
Appearing in the form of a massive bloody spider, the Bone Stitcher is one of the more macabre creations of the infernal…
A Wizard’s most prized possesion is his Spellbook and with this item it will be safe from the eyes of others.
Watch your step with this item, you might end up falling down… or even up.
Have you or anyone you know ever been accused of a crime you didn’t commit? Been sent to the Hangman knowing you were innocent? Have you ever welcomed the noose to prove it?
Anything is possible with the capricous power of this Glyph.
Carelessly tossed aside in the middle of some forgotten tomb, this breastplate has survived the rigours of age perfectly. It’s obviously extremely valuable, but it possesses a dark secret.
The Grand Arm is a weapon without peer, there is naught a blade nor shield that can withstand it’s mighty blows. This ornate weapon is surely the divine tool of the god of war…
Nothing comes from nothing, or so they say.
So how do you power those "always on" items?
Two parts of the same stone that when seperated, tend to exert a slight pull towards one another.
A magical beacon designed to attract minor spirits to the mundane plane
A Mithril collar with various high quality gemstones imbedded in it. It has a clasp in the back, and a hinge in the front to allow it to open and close.
The Magical effects of the collar are…complicated. They are listed in full detail under magical properties.
A small round cantine, that is strapped around its wearer with a leather strip. It has the ability to never run dry. It will be able to contain any type of liquid such as acid or lava. It will also never run out.
With this bracelet you can let your fists do the talking.
Wanting to hide things in the open, Phillip made this magical cup.
Needing to speed up magical item creation, Phillip Thornblood made this staff to glue, bind, weld, melt, or even smash things together.
Good luck, and good fortune favors those who possess the Pillars of the Alchemist.
The old clock tower stands tall, but the bulk of the uppermost storey is crumbling and unsafe, with gaping cracks in the walls. The metal struts and girders supporting the great bronze bells are still intact, though, and the bells survive. The grotesque gargoyles and arabesques which decorated the original design have either fallen into the street (once or twice a year more bricks fall from the tower, prompting calls for its demolition) or have been defaced, but the main doors to the clock tower are still intact and show signs of being kept in working order. This is the home of The Captains, clad in raggedy clothes, with sooty faces, and perpetually runny noses. But behind each set of eyes is the look of a survivor. They live to stick together and make it through each day. Older than their years in many ways, the friendship they share with each other and Wims ghost keeps the core of a childs innocence and hope alive in each. But they are still very suspicious of outsiders. They are a group of street children who live in the clock tower. Some are orphans, some runaways, and some nomads who occasionally return to their homes. But they’re all poor, dirty and perpetually hungry, as well as being wily, unscrupulous and mischievous in a fairly brutal way. Enough of them have suffered at the hands of adults for all of them to be wary of any grown-ups, particularly ones who ask too many questions, although with hard work and a lot of food it might be possible to win the confidence or even the trust of a few of them.