Vernae is a forested island which, centuries ago, became the home to refugees from the civilised lands far to the east.
Elementalist have commonly used jems to further their powers over nature.
A pair of soft velvet skull caps which promote the virtues of rationality, logic and good judgement.
A mysterious prophet who speaks in riddles.
A pair of rings fashioned by the legendary Elven spellsmith Aurinellian. Powerful but subtle enchantments bring the happy couple closer together.
A blade forged by a man with an evil mind.
A missile ment for a presant or future based RPG
Getting the favour of a Necromancer, and asking for a magical cloak? Sure, why not.
A noble wizard with heart pure gold and feet… um, actually; hands on the ground.
These scissors, though insignificant and well, pathetic for an item on this site. But before you critisize and yell, read this.
A short adventure synopsis for any party which is getting a little too big for it’s boots.
Created in the far future, then sent through a temporal rift to the ancient past by the Chronomage Cara, the Circlet is an artefact designed to focus a mage’s energies when attempting to manipulate time.
Created long ago by the Chronomage Cara, the Amulet is an artefact designed to focus a mage’s energies when attempting to manipulate time.
Cara, the Chronomage, is a campaign villain who will threaten not only the PCs, not merely the universe, but the history of history itself.
The PCs enter a dilapidated old town where murders occur without provocation by men nearly gone insane, they meet a mysterious stranger, people on watch fall asleep quickly, and for the love of (Insert deity here) can’t get a decent night’s sleep (That is, they sleep, but don’t really feel rested at all).
A strange magic item designed to be a very secretive way of interacting with other planes of existance.
This Staff is a blessing to any travelers who frequently use rope or need rope.
This book’s origin’s are unknown, it’s owner, Pentwell, an old hermit gnome living of the coast of Felldart found it one day on the shoreline, floating in the tide. Then, he learned that the book fortold what was to happen.
We’ve seen magicians pull rabbits out of a hat, but have you ever seen a druid pull a boar out of his shirt?
This man looks like no one to be trifled with, and that assessment is correct.
These magical boots empower the wearer with several abilities at once. Wondrous leaping, water-walking, and even flying! Yet the boots possess an insidious curse upon them as well. A deep and almost unfathomable (by others) feeling of listlessness, boredom, and even apathy affects the boots' wearer at all times whenever they are donned. Magic will not dispel the effects.
And so while the wearer of the boots can perform great feats of action during combat or at other opportune times and key moments, they'll never really want to do so, complaining "Meh, what's the point of it all anyway?" or "I would fly up and save us all guys, but sigh, maybe uhm, soonish, mkay? Bit bored by this whole burning tower at the moment."
Naturally the boots wearer's fellow PCs will grow quickly frustrated with this arrangement. There have been numerous occasions when one angry PC literally tears off the boots from his companion's feet in anger, and dons them in turn, only to immediately suffer from the same effects.
The solution lies in constantly "motivating" the boots' wearer with successful rolls, involving threats, flattery, fiery speeches, or even bribery.