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November 11, 2005, 6:24 pm

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The Regalia of Dominion


A set of mighty jewelled artefacts, each keyed to one of the eight domains of magic. Once wielded by the Lords of the High Council of Linnarson, today they have been scattered to the four winds: some lost, some destroyed, and some in the hands of the mighty.

This post is a bit like Ria’s “10 most dangerous places in the world” in that it is actually a set of items, not all of which are (individually) fully developed. I will add links as I post the items.

Draw closer unto the fire, young one, and hearken of my tale. Long years ago it was that the Emerald Sceptre, first of the Regalia of Dominion, was crafted in the mage city of Linnarson. Wise and skilled were the craftsman of Linnarson, and soon were seven more mighty artefacts made, one for each domain.

Of great power were they, as mighty as the finest wizards the world has ever seen could make, crafted by the city, for the city. Held in trust by the eight Lords of the High Council of Linnarson, passed on from Lord to Lord as a symbol of authority, for many centuries were they wielded with wisdom, till Linnarson was lost.

This then, was the Regalia of Dominion, sung rightly of old.

Least amongst them were the three items wielded by the triumvirate of Ur-Lords, most junior of the High Council of Linnarson. The Rod of Health, crafted of finest birch set with topazes, possessing the ability to cure any illness and even to heal the undead, held by the Ur-Lord whose authority was over the health and well-being of Linnarson. Secondly the Ring of Conflict, a thick ring of onyx, possessing the ability to calm a hostile crowd or to fan the flames of discord. Wielded by the Ur-Lord whose authority was the law and order of Linnarson, this ring that could do so much good may be the cause of much of the harm in our world today. And finally the Ring of the Mind, a braided ring of bronze studded with dozens of tiny zircons that granted great insight and wisdom to the wearer; this was wielded by the chief researcher of the Lords.

Mighty than these were the four great sceptres of elemental powers, wielded by the four full Lords of the High Council. The Emerald Sceptre of finest mahogany, first of the Regalia,  which gave power over the domain of earth. This was wielded by the Lord in charge of defence. Its counterpart was the fearful itm=326 of gold, master of the fire domain and most destructive of the Regalia; the Lord whose province was war. Of fine silver and white gold was the Sapphire Sceptre of air, wielded by the Lord of foreign affairs. And finally there was the Pearl Sceptre; wrought of silver and steel, it gave dominion over the domain of water. Its wielder had charge of trade and commerce.

Yet greatest of all was the Diamond Crown, worn by the High Lord, first among equals of the High Council of Linnarson. Wrought of finest silver and gold and studded all about with diamonds, the wearer of the Diamond Crown was granted dominion over the domain of pure energy and power.


- The germ of this idea came from the gemstone magic thread in the forums. http://www.strolen.com/forums/viewtopic.php?t=1240

These are intended to be very powerful items, not the sort to be handed out randomly to your PCs. I basically forsee them being used in one of two ways.

1) As part of the regalia of a powerful kingdom or empire (either all worn by one person or spread out as I stated above). In this case it would be a case of general world background (though the PCs might occasionally see them being used). After all, if you were running a roleplay set in England, you would probably not (in a realistic game) have the plot be stealing the crown jewels.

2) As part of the legendary material of the world (if the original kingdom has fallen and they have been scattered). Everyone would have heard of these and there would be lots of legends about them. The odd one might have been found and be in the hands of a mighty mage; there would also be rumours and fake ones, etc. In this case one of the items could have an entire campaign based around it (e.g. in the hands of the final bad guy).

3) I am about to post a plot on another way to use them.

Magical Properties:

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Comments ( 6 )
Commenters gain extra XP from Author votes.

May 17, 2004, 17:17
"And finally there was the Pearl Sceptre; wrought of silver and steel, it gave dominion over the domain of war."
No, the Fire Scepter is in charge of war! I think you meant water.
May 17, 2004, 17:43
Thanks - you're right! I have changed that now.
May 18, 2004, 1:11
Great set of items. They are great things to center a campaign around.
Voted Cheka Man
May 6, 2006, 19:50
They are great to base a game around or to base a story on.
Voted Wulfhere
April 13, 2007, 13:20
An interesting set of items, they are the sort of magic that might be found in the hands of the mighty.

While most of the description is clear, a few errors crept in (I guess all jewelry needs polishing once in a while!).
Voted valadaar
November 5, 2013, 9:25
A good idea, though it needed more fleshing out. Link is broken.

Link Backs


Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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