“ A certain country allows most civilians to carry weapons, but only if they are potentially deadly. Pepper sprays, stun guns/tasers, batons, and dart guns are banned. And if you kill someone and are not acquitted at trial, the punishment is to be hanged the day after you were found guilty. The message here is that if you want to go armed, you had better be prepared to risk killing someone and being executed unless it was clearly self defense.
When it comes to combat spells, again, only the highly dangerous can legally be cast with the same possible consequences if cast wrongly.”
“ When the campfires grow dim, stories are told. Stories of lost cities, great heroes and legends of old. One of these is the story of Knurlheim. Once the proud capital of the Dwarfs, now a ruin- abandoned long ago. Filled with vast riches and treasure. It's secrets forgotten with the decline of the Dwarfs, long ago. No one knows is certain if it ever exsisted at all.”
“ The creation of intelligent magical weapons is not an exact science and there are occasional failures, as such think of causing a little more stress to your players by 'rewarding' them with an insane magical weapon
eg:
Agrophobic, refuses to come out of the scabbard without a strength check to draw it.
Haemaphobic: afraid of blood, fight at a penalty against any blooded creatures but really good against undead, elementals etc
Schizophrenic, not just one mind in your sword, lets have half a dozen minds in there, all different and bound to cause confusion
the possibilities are endless”