Quest Winner - Second Place
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ID: 6555


December 2, 2011, 6:05 pm

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The Skald of Seven Shapes


A invaluable tool for those with a thirst for knowledge.


It is hard to say exactly what the true form of this item is, though most players will encounter it first as a hat.  If the player has piqued the interest of the Skald, it may appear as a hat that seems designed perfectly for him -- in the right size, color and fashion.  Otherwise, it’ll appear to be a battered old cloth hat, worn thin in places, with little to redeem it.  If the player chooses to inspect it more closely, he will find the royal crest of Adelheim embroidered with platinum thread just inside the brim.  

No matter what form the Skald takes, it will always include a subtle motif to indicate the status of the other King’s Items.  In mask form it may have seven stripes across the face, for example, or seven feathers or pins on the brim of its hat form.


The Skald can assume seven different forms to aid in scholarly study, making it an invaluable tool for those in need of information.

Hat (or “thinking cap”) -- In this form, the Skald greatly enhances the wearer’s intuition.  Facts that lie buried in the wearer’s mind are drawn to the surface again, and new correlations between information and events in the user’s life become clear.  Note that the hat does *not* provide the user with new information -- it simply clarifies what the user already knows, even if he has long forgotten it.

Harp -- When playing the harp form, the Skald’s user can recall perfectly any song or tale that has ever been played on it.  It feels like an intuitive “push” -- the fingers are guided magically to the right strings, and the song comes to the lips as if from an old memory.  The first performance is often faltering as a result, but the user should gain confidence with repetition.

Tome -- In this form, the Skald acts as a sort of historical encyclopedia.  It can help the user retrieve information on many subjects, from royal bloodlines to historical disasters.  It is not an unlimited font of knowledge, however.  Like the other forms, it can only retrieve information that was previously recorded by one of the prior bearers of the Skald.  Therefore, it can be quite comprehensive on some subjects (e.g. the history of Adelheim and the Seven Kings) but sparse or entirely lacking in other areas.

Holy Symbol -- In many ways, religion is as important to a culture as its music and history.  This form of the Skald exists to categorize and preserve knowledge of religious practices and rituals for posterity.  If one speaks the name of a god (or cult) while holding the Skald, it will morph into the major religious symbol for that god.  If the user has a specific question about that god’s religion (e.g. the correct way to perform a rite, the history of the church, standard dogma, etc), meditating with the symbol for a short while will often give the user some form of divine inspiration on the matter.  Note that the Skald does not like to assume this form for some deities, and may resist.

Map -- The Skald takes this shape when the bearer needs to know something of geography.  A self-updating map of the world, it records everywhere the Skald has ever been (including the inside of buildings, at the GMs discretion).  Additionally, it can reproduce other maps that have been laid out onto it, face-down.  It has a rather extensive collection that it can recall, though most of them are for the area within and surrounding the Kingdom of Adelheim.  Many of them are very old and possibly outdated, as well. 

Mask -- When placed on someone’s face, the mask form can “imprint” on that person.  Essentially, it takes a recording of a person at a snapshot in time -- their voice, mannerisms, body language, etc -- and preserves it for posterity.  If the Skald’s bearer wishes to, he or she can then put on the mask at a later date and “act” exactly as that person would have.  It’s an unnerving experience, but the bearer can end it at any time.

Pen -- The Skald takes this form when it wants to sulk.  In essence, it’s telling the user to “think for yourself!”  However, it still has a few tricks up its sleeve in this form.  It can dispense almost any kind of ink at will (including invisible ink), and even makes a mean throwing weapon in a pinch.


No matter what form the user encounters the Skald in for the first time, it will be unable to assume any other form (except pen) until a companion discovers another of the King’s Items and it is pledged to the same cause.  Even then, the Skald will choose which form it will take next -- not the bearer.  The Skald is also unusually harsh when it comes to betrayal, and will find a creative way to mislead or punish the transgressor.  If in map form, for example, it may choose to display only ancient maps of the region, and may completely take over the user’s body when in mask shape.  Also, the Skald can *always* assume pen form whenever it likes, and may choose to do so at the most inconvenient times.


Chosen by Silath The Skald.  A man of unquenchable curiosity and even greater compassion, he was the beating heart of Adelheim for many long years.  Of all the Seven Kings, Silath was the most beloved of the people.  He would delight them with song, counsel them when their faith began to falter, and remind them always of their history.  He spent much time living among them to record their day-to-day lives, and to preserve the rich cultural traditions of his nation.  

Though he wielded the original artifact for many long years, his life’s work outlived his body.  He was granted the ability to continue the chronicle by one of the old gods he had so faithfully served, and was merged with it.  No one can remember now what the original item was like.


Being an intelligent item, it is important to remember that the Skald may have its own agenda.  It may wish to keep some secrets or knowledge hidden from sight, or may want to direct its user down a specific path.  It has a generally good nature, though, and will be more likely to assist those who develop a repoire with it.  The Skald's opinion of its bearer's quest may make it more likely to lead him to the other King's Items . . .  or to send him off on a wild goose chase.

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Comments ( 11 )
Commenters gain extra XP from Author votes.

December 2, 2011, 18:12

This item was inspired a great deal by Masterharper Robinton from Anne McCaffery's Dragonriders of Pern series.  If placing this into a game, I'd highly recommend reading a few of the Harper Hall books to get a sense for his personality.

December 2, 2011, 18:26
It's been a few years but I remember those books with great fondness.
Voted MysticMoon
December 2, 2011, 18:25
Another excellent entry in this series.
Voted Cheka Man
December 3, 2011, 14:05

5/5 LOL about the sulky item.

December 4, 2011, 13:25
Of all the magic items on this site, definately the first I would like to own right now. So far, all the items of the seven list are good, but this one is just making me salivate. Though that own sentience might be a spoiler.

I am imagining a campaign/story, where the bastard child of a poor nobleman get as only inheritance this old hat. The hat finds the orphan's heart pure, and guides him/her to find other items and other worthy heirs, and then together the New Seven revive the kingdom. Of course, other people will want to have the items too, or do not want to have the kingdom refounded....
December 6, 2011, 16:02
I agree that this would make a good introductory item to the King's set. The Skald knows a great deal about what happened between the brothers (possibly the characters' ancestors), though it may be reluctant to relive old wounds.
Voted Scrasamax
December 6, 2011, 0:28
Only voted
Voted Strolen
January 8, 2012, 9:11

This is my favorite of the "seven" quest items!

January 29, 2012, 11:42

Congratulations on getting Second Place in the Magic Items quest!!!

Voted valadaar
March 12, 2015, 8:51
This is excellent! I am sorry not to have seen it when it first came through. Very good!
Voted Dozus
March 12, 2015, 10:25
Only voted

Random Idea Seed View All Idea Seeds

       By: ephemeralstability


Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.

There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.

Ideas  ( Locations ) | May 4, 2002 | View | UpVote 0xp

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