These are items of great interest to the Players Cult, and show a few potential ways to bring them into a larger campaign.
The First three are of particular interest to one guild over the others, while the final two are vitally important to the Cult as a whole.
'Cmon and drink up. This potion will really help us understand each other, if you know what I mean.
Of all the Kings' Items, this one is rarely spoken of in this day and age. Also known as Kingsbane, this staff has a very dark history indeed.
The Horn of Seven Seals can remove many of one's inate inhibitions, allowing for greater effectiveness in battle. This can come at a hefty price, however.
A invaluable tool for those with a thirst for knowledge.
Fueled in large part by the Bearer's own will, this crown allows the right person to sit in judgement over other mortals.
An invaluable tool for the master diplomat or spy.
For the explorer at heart; an item to ease passage through any medium.
The ultimate tool of The Hunter; a bow that comes with seven different types of arrows.
A dagger wielded in defense of the Modoc tribe, freezing its enemies in their tracks.
If kindness is the currency
that you most often use;
Then Silverbreath may come one day
to light Good Fortune's fuse.
-- Opening to 'The Ballad of the Shepherd and the Wyrm'
An unusual set of armor.
The most difficult thing in life is to know yourself. - Thales
Apprentice: “Master, this ritual must be performed under an eclipsed sun. We'll be here until next winter if we want to complete it!”
Mage: “Ah, but you are forgetting that we have a portable eclipse handy! Observe carefully . . .”
The Petty Kingdoms is a region consisting of hundreds of small states. Some are kingdoms, some are city states, some are large farming communities, some are duchesses and baronies and so on and so forth. Within a few miles the PCs might reach a new "country" with completely different rules and norms than the one they left behind. "What do you eat here? Humans ye say? Lets turn around fellas."