Centaur-crafted marching drums, imbued with firey power.
Warstaff (Warhammer/staff combo). Call of the Storm is five feet even. It is an archmage’s staff that has been modified into the Warstaff by adding a Warhammer’s hammerhead and infused with magical reserves.
A lute form of living crystal, powerful and ultimately fatal to the wielder…
A heroic warrior who is not what he seems to be.
A masterwork katana meant to give souls to the undead.
A blessing can also be a curse - and the last thing the world needs is an Orcish confidence trickster with an enhanced intellect and a penchant for storybooks.
Ringed round by ancient political foes, this ancient nation finds itself dealing with a powerful foe, one with far more sinister hungers than money or land.
A front-line missionary into the worst of places.
A magical synthetic limb, with the power to call Lightning and Thunder.
A great warrior, cursed with an eternal life and a dark companion.
Many years ago, a trader from far away died while in The City. One of the entries of his possessions was a "bag of 220 beautiful coyns". These coins were sold to a crafter who sold some of them and made others into hat band decorations, jewelry, bag clips, and so on. It was years later that someone discovered their true worth and their power. They make things move.
It is said that there is always night, even during the day it is dark. Undead prowl around freely, and pity to those living that end up there. Still, lucky are those eaten by the hordes, some fools get deeper and their very souls are consumed by the nameless horrors that lurk in some hidden spots. And still more serve as new material for the Necromancers, the only living creatures there, as they say at least…
A secluded mage garbed only in black, an obvious aura of corruption exuding from him. His emotions seem to be absent, and evil is more than a desire to him. Its a necessity.
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
Arkths or Ravagers: These are large landbound crablike creatures about the size of Grizzly Bears. They live partially in the astreal plane. Their food is magic. They can sense it at huge distances. Since spells and such are hard to eat (being in motion) and magical places are the equivalent of a sea of krill to them, they are looking for magic stashed in concrete places. Their primary food source is magic items, alchemical potions, and enchantments. They do a pretty good job of mangling/ eating the physical aspect of said items in the process of chowing down. These things will be the bane of dungeons everywhere, as they will slowly eat away much of the treasure (and the magical traps... so it can be advantagous to follow these things). Note: They will attack people with highly magical natures (i.e. high magic powers). They will probably kill the person in the process of sucking out the power.