For the simple folk, magic is an exotic, exclusive force, only applicable in large chunks to massive effects. Either something is magical, or it is not. And if it’s magical, well then it glows! (laughter from the audience)
But we all know, that there are more options. The study of semi-magical items has changed the world as we know it, perhaps more than all of our spells together. They bind the forces of magic for productive purposes, make it predictable and usable for the common folk. They empower us. They save us time.
It is a combination of engineering and magical research, and these two sciences now come together on this sacred place, that will advance our knowledge even further. Ladies and gentlemen, please enter the new Institute For Semi-Magical Research!
(University of Magical Sciences, 70 years before the Great Catastrophe)
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Codex
Hiberian String
By: manfred
( Items ) Materials -
Non-Magical Not eternal, but useful still: the string or rope that will last for a while.
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“Bounty hunters, eh? Well, for the bandits you get two gold apiece as was agreed on, and… hmmm… twenty gold for that rope if it is in one piece.”
Full Item Description
It is a rope, or string depending on its size. The only specialty are the black and green strings interwined through it, and an unusually complex weaving of the strings that compose it, both rarely noticed by the common user.
If recognized, it is called “Hiberian String”, “Elven Rope”, “Nature’s Pull”, “Druid’s Hair”, “Eternal Rope” and a few other names.
Magical Properties
Surprise: It is stronger! A little stronger by itself, in a weak magical enviroment (the fantasy norm) it can carry double the weight than a comparable string or rope; channeling magic into it can make it hold even more.
Further, unless it is damaged or overloaded, the rope will not fray or tear, esentially lasting forever. (Unfortunately it is not immune to rats.)
If a simple Heat cantrip is used on the string, it will glow violet for a while, the intensity determining its quality. (Yes, it has even a minor resistance to heat; can withstand fire for a moment.)
Production and Use
Made by reclusive Elves even today, it is a fiercely guarded secret of the right combination of filaments, fibers, weaving techniques, and not to forget the right spell, all inherited from ages ago. With it, the magical elements are forged into symmetry with the rope’s woven structure, able to channel weak currents of magic, thus giving it shape and purpose. The rope itself is not magical at all.
After the many years, there are several groups now with differing knowledge of the process, producing strings of different qualities. Still, the secret is unknown to the world at large, commanding outrageous prices for a usable piece of rope. There are many fakes as well so beware.
Barring whims of some monarchs, that equipped their flagships with this rope only, there was only one more consistent use across the ages: traps. A mechanism that has to last for ages, and protect the grave of a wealthy person, is best propelled by a Hiberian String. With some protection, it will catch your thief in five or five hundred years equally well.
History
The string was actually created by the Arascans, that have started with the very idea of researching semi-magical technologies. Due to an oversight of some long-forgotten magus, it has been mis-attributed to a completely different people, and the name stuck. History happens.
Summary
There are no real downsides to this item. It may be prohibitively expensive, or rarely have a strange reaction with potent magics, but that’s it. Just a useful item.
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The Shadow of Iron Hills
By: manfred
( Items ) Transports -
Non-Magical Tales are leaking from below the Iron Hills, that an unnamed winged terror can be seen on the sky on the darkest of nights. What creature it is, nobody knows, but some of the disappearances in the harsh place are said to be its work. If the moon is hidden, nightly travellers are warned to stay from roads and open places.
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History
The Academy of Necromantic Magics (see the Valley of Undead post) had, in its short history, always attracted men eager to prove themselves and their art. When the news reached them, that bones of a massive creature have been found, all raced to the location to have a try.
What was in the unnamed pit under the mountains, has surpassed their wildest expectations: the remains of a dragon, far more than any of them could take command of. Once they joined their power, the body has started to move… but something of his inhabitant’s presence stayed behind, hating any attempt of being controlled. The skelet lashed out at its new masters, and quickly fell apart as they withdrew their magical support. Most were not wounded at all.
Full Item Description
This has been a young dragon. If the skelet was inspected with care, a violent death can be deduced from the scratches and broken bones, something brutal and larger the cause - like another dragon.
The bones connected with wires, iron plates where they have been broken, black cloth covering most of the form, the ‘dragon’ is usually dormant. The bones have been alchemically treated to prevent dessication.
When in use, several forms would be seen on its back, bound in place to not fall. The flight, directed by humans, is far from the majestic gliding of its kind, the frequent flapping of wings and unstable hold make it an uncomfortable ride. The speed, though, is amazingly high.
Magical/Cursed Properties
Since there was no permanent way to silence the random, mindless urges of the remains, it is kept inert most of the time, not more magical than common dragon bones. It requires two adept Necromancers (or one master) to fly - one to animate it, the other to keep it under control.
As long as it can avoid sunlight, it is the fastest form of travel mortals are able to achieve now. Sadly, it is too fragile for any real combat, it would not survive contact with a real dragon for but a second. To humans it can be dangerous, but even there it shows how far it is from a living specimen; the largest potential on battlefield would be the pure shock of seeing one.
After frequent enchanting, the bones accept the animation spell easily, control is hard as it always was.
Current status
For now, it stays a well-kept secret of the Academy. It is sometimes used for special missions, carrying spies or sensitive goods, able to transport several men with supplies in a radius of a few hundred miles from its base (a well hidden cave deep in the hills).
The Academy does not use it too often, fearing that other powers may learn of its existence, or, a living dragon - both cases resulting in its destruction.
Plot Hooks
- IT was seen again! This time, by somebody more trustworthy than a drunken peasant. A veritable dragon-killing fever has spread among the adventurous and stupid, with several groups combing the wilderness and watching the nightly skies in search of the UFO… errr, dragon. The PC’s may join the hunt, or be quietly hired by intermediaries to stop the whole uproar.
- Bad Dreams - a fitting PC has started to have dreams with a powerful, alien presence. Obviously, it is the spirit of the dragon, that cannot pass away completely because of the link this world. It asks for help, as it can contact only a certain personality type. It will draw the contact to its remains, so they can be destroyed, or a banishing ritual performed to sever the link. This can be an opportunity to gain a rare spirit guide (and the enmity of a powerful organization).
- Bad Dreams come true - caused by the ritual above, or another experiment of the Academy, the dragon’s mind has fully returned to its body, and it is very angry. While not as mighty as a living dragon, the creature needs to be killed as soon as possible.
- The secret is out, and now it’s necessary to destroy the thing, steal, or move it elsewhere, depending on which side pays the most.
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Wings of Archimos
By: manfred
( Items ) Transports -
Non-Magical The most guarded secret of the Ancients, was the secret of flight.
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The Problem of Flight
In the old days when magic was plentiful, flight posed an interesting challenge. Casting a spell that made the target float was kid’s stuff, creating a controlled flight harder, yet very possible. But as was discovered by several unlucky researchers, to fly as birds is much more difficult than suspected.
Magic is a strange essence, taking upon the characteristics of its surrounding. In the air, it becomes more and more air-like; and the higher one goes, the stronger become the currents of the supernatural element. As the winds and magics blast in the same or differing chaotic directions, the fine thread of a flying spell becomes unraveled, and the spellcaster has trouble to correct the problem (especially if falling with a high speed towards earth…). The occasional non-magical spots found up there do not help either.
Countless experiments were performed, with automatically re-casting and self-renewing spells, but all failed to produce anything close to a stable flight. Only after Archimos, now a largely forgotten sage and inventor (picture da Vinci with magic as one area of expertise) has tackled the problem, it came close to a solution.
Magic in itself was too unreliable, and difficult to convert to a permanently useful form. Technology, barring silly toys, was unable to hit the sky. (And it was proven that nonliving matter cannot fly anyway.) The logical answer was a fusion of technology - in the form of an artificial wing, and magic - in the form of a flying spell.
Construction
Every wooden beam of the Wings is composed of two parts, glued or otherwise joined together. Inside of them are bones from the wings of actual, flying birds. The bones must touch throughout the whole structure and be small enough - so common-sized birds are usually used, a few dozen of pigeons may be a good start. The skelet is wrapped into fine silk or similar strong fabric. Finally, at least the edges of the wings must be covered by feathers of those birds.
Much depends on the quality of the manufactured wing, and any damage may significantly weaken its performance.
The result
This semi-magical item makes the cooperation of two worlds possible - the wings, while not large enough for flight, allow for gliding and can keep the height and direction for a while. Once proper rituals have been made, the structure easily accepts a spell of Flight, and fly it will, resisting to a degree the extreme conditions. Should the spell be disrupted completely, the Wings are immediately prepared to accept another. (It is also possible to ‘feed’ the spell continuously and thus to maintain it.)
The Wings are definitely not designed for a walk on the street, or to be collapsed in any way. Equipped with straps to hold the ‘wearer’, and implements to move the wings, a well-trained flyer can easily control it. (It should be noted that the wings are more movable when empowered with a spell, they seem to react instinctively on their own - apparently a memory of the birds that are part of it. The very wood bends slightly to the benefit of the Flight.)
Magic/Cursed Properties
None; as a semi-magical technology, the item is not magical itself, but requires magic to enhance its properties or make them possible in the first place. The spell of Flight in any of its variants will do; it may be necessary to recast it while in air.
Final Notes
Allowing unlimited flight can create issues even for worlds of high magic. (See an outside article for impact on cartography and warfare; bit on the D&D side, but makes a useful example.) This item straddles the border - it institutes problems that make magical flight difficult, and a possible solution. A Wing might have been a common item back then; now they are a legendary relic. And there is nothing simpler like making the few surviving specimens ‘ancient technology’, with the ritual needed long lost, or not even possible to perform; so every Wing that breaks is disabled permanently.
Oh, and yes: this thing requires much training to use. It’s too easy to kill yourself otherwise.
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The important thing to know about The Road is, that it has sides. If you follow it on the right side in the right direction, you will travel a little faster; if you choose the wrong side, you will be slowed down. Magical support will make route much more pleasant and smooth. A road well travelled will change over time, bumps will be trampled into the ground, and intervening vegetation will wither away.
The road changes even more, when there are many travellers at once. Their magics and will to travel make it into something more, almost a collective conscience. It becomes a stream, that wants to push on, and avoids obstacles and dangers by mere instinct.
The construction requires direction markers, in its simplest form pairs of wooden beams, laid into an angle to resemble arrows, the sharper, the more intense the effect, blunt shapes are dampening, as is going against their direction. A basic ingredient are the bones of migratory animals. Some include the seeds of plants, that pass large distances, for a lesser effect. Bones of migratory fish are reported to work as well.