|Adventure Gear||Magic Items|
|Trade Goods||Alchemical Items|
|Bard Equipment||Cleric Equipment|
|Mage Equipment||Rogue Equipment|
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When T'lor raised the Veil, Arcane magic drained from Traykon. Items that contained these arcane energies were rounded up and destroyed by the Magehunters. Clerics were known to still create magic items, but nothing extremely powerful. Some aspect of the veil interfered with item creation so no extremely powerful items were made. Not all arcane items were found by the Magehunters. Powerful Runic items were known to exist. These items defied the Magehunter's attempts to find them. Also, the few remaining wizards and sorcerers hid what items they could find away in vaults hoping for a better future. Powerful nobles and kings managed to keep some items out of the fanatic's hands. Due to the castigation of arcane magic wielders, magic items are uncommon and in general the powerful items are in the hands of nobility, the wealthy, or the clergy.
With the weakening of the Veil, and the return of arcane spellcasters, Arcane magic items are being seen again on Traykon. However, many commoners and adventurers alike distrust these new items. Priests are beginning to discover that their magic now will power grander creations.
As the powers align once again for a great confrontation, the inhabitants of Traykon are seeing magical items returning into use. Old magic items are reappearing, new magics are being created, and the items of Legend have returned.
- 1 Legendary Items
- 2 Magic Items
- 3 Divine Artifacts
- 4 Cursed Items
Legendary Items are unique in Traykon. These items generally were created either during the height of Valislad or in the ages gone before. These items are believed to still exist as the Magehunters and other factions have either been unable to track them down or they are too well protected. Some of these items are magical artifacts which are so powerful their destruction requires unique circumstances.
An ancient blade created by the Runeweavers of Valislad and covertly given to a field general of the Mystics, it was used to convince him to exit the war and seek his fortunes elsewere. Krond took his new sword and carved a kingdom of his own in the northern mountains.
Mygar was a dwarven hero who fought giants and specters in the frozen mountains of the north. One day, while defending a small settlement he was slain by a flight of Chimera. During the battle, Mygar laid waste to the flight and managed to drive them away but the wounds he suffered proved too much for the healers. His remains were placed atop a cairn and immolated.
Nighthawk was the name given to a great human barbarian chieftain. He wielded a battle axe in combat that he called "Talon." The barbarian tribes of the north were widespread and Valislad was a new kingdom. Nighthawk unified several human tribes under his rule and began conquering a much sought after territory in the northern plains. He was opposed by orc, goblin, elf, dwarf, giant, and even other human tribes.
It is rumored that the first Rift Blade was forged in the home world of Morval and was used by him while he searched for Aragon's Armaments. Since the creation of Traykon, priests of Morval have been known to create these blades once or twice a millennia. While some of them have been destroyed, none know of the true number which were created or when the priests will forge another. At least one is rumored to exist within the Citadel of the Word where it is a heavily guarded treasure of Aragon's high priest.
The Legendary Rings of Valis were created by the nobility of Valislad to aid them in their battles.
Created by Solovix of the Eye, a priest of Vusha who died recently opposing the Magehunters of Yarr. The vest was "collected" by Daenar Darkwalker, the Master Hunter of The Colony. It is believe that he has retained the vest and uses it in his hunt for other artifacts. The vest was created by Solovix the aid him in fighting the Magehunters, it granted him several abilities and made him capable of evading their search attempts.
Although rare, these items may not be unique. In some cases they are relics left over from another time. A few are creations that have surfaced in the wake of the fading veil.
Crossbow of the Ram
|Created by Drestal Meist for Mordrith Hakim of the Broken Shackle, the Rambow was meant to provide range capability to most brutish of fighters. The theory that powered the creation of this item was the premise that force attacks need not be confined to the Ring of the Ram. Using ancient text that hinted at the powers and creation of the legendary ring, Drestal worked the spells and energy into the large form of a heavy crossbow.|
The Rambow is a heavy crossbow of force with 50 charges. When cocked, it is capable of firing a bolt of force that does 1d6 points of damage with a maximum range of 100 ft. (no range increments). A charge can be spent to do an additional 1d6 for each charge spent. A character can expend a number of charges per round equal to their Strength modifier. Evoking more charges than this forces the Rambow to succeed at a Reflex Saving Throw (DC 10 + charge used) or break. A broken Rambow is useless and looses its magical properties.
If a character loads a Rambow with a normal or magical quarrel, the force energy is dispersed when the weapon is fired. When a quarrel is fired in this manner, the Rambow acts as a normal Heavy Crossbow. If charges are spent while a quarrel is loaded, the force energy disperses but the quarrel is shattered, doing 1d4 damage to all those within 5 ft. (including the wielder).
When a character uses charges, the bolt of force acts as a Bull Rush if within 30 feet of the target. (The Rambow has a Strength of 27 and is considered Large.) The Rambow gains a +1 bonus to the bull rush attempt if 2 charges are expended, +2 if 3 charges are expended, +3 if 4 charges are expended, and so forth. If the Bull Rush is failed, the character may attempt to drop the Rambow with a Reflex save (DC 10) or be thrown back 10 feet. In addition to this effect, when charges are expended the Rambow also has the power to open doors as if it were a character with Strength of 29. If 2 charges are expended the effective Strength is 31, the effective Strength is 33 if 3 charges are expended, the effective Strength is 35 if 5 charges are expended, and so forth. These two extra effects do not function when the 1d6 bolt of force is used without charges.
Because the Rambow is a Heavy Crossbow, it takes a full round action to load the weapon. A Rambow may also be created using a Light Crossbow but the smaller version of the Rambow has a maximum charge of 4 per round. These smaller Rambows have not been seen yet but are just magical theory.
Cost: 43,000 gp
Ghoul Touch Dagger
The Ghoul Touch Dagger was created by a dark priesthood devoted to death (some think The Unnamed One others say Naraska). Whatever its origin, the dagger has an aura of evil about it that can be felt by any wielding it. Upon a successful Critical Strike or Sneak Attack, the character struck by the dagger must succeed at a Will save (DC 19) or be paralyzed as if they were the subject of a ghouls attack. Elves are immune to this special function of the dagger.
Anyone slain by the dagger (everyone, not just those subject to the paralysis) will rise as a ghoul in 24 hours. Ghouls created in this manner are always loyal to the wielder of the dagger as if he were an evil priest commanding them. If the dagger changes hands, or a cleric takes command of them, the command effect is dispelled.
Cost: 145,000 gp.
A remnant from the ancient times and magic, the Guard Cat was the premier home defense item of the wealthy. Even great kings were known to possess such treasures to keep their castles and wealth safe. A great Priest of Ganesha created these items and several more like them to impress upon the populace the power of their divine magic and further the dependence of the aristocracy upon magical aid.
Quill of Scribing
This magical quill was created by a studious priest of Ganesha. When the Quill is used to scribe magical spells (either on a scroll of in a spellbook), the cost of the procedure is halved. The Quill doesn't effect the experience spent for creating scrolls but it cuts the gold spent and the time by one half. The cost is still calculated normally for the experience spent to create scrolls and such. If used to copy spells in a spellbook, the Quill adds a +2 competency bonus to the spellcraft check. The Quill cannot aid in magical research and all costs are normal weather the Quill is used or not.
A strange drawback of the Quills usage is that spells cast from scrolls prepared by the Quill in the construction of other magic items add 10% to the cost of the resulting item. This means that a character using a scroll of Fireball prepared with the Quill to make a Wand of Fireball would have to pay 6,188 gp instead of 5,625 gp.
Cost: 65,000 gp.
Sword of Discharge
These Vicious swords were once standard equipment for the Valislad Legionnaires. Originally created to combat rogue Bugbears that would descend from the mountains and plague local farms, these swords were quickly drawn into the civil war between the Runeweavers and the Mage Guild. Thousands of these swords were crafted by archmages on both sides of the conflict, therefore some swords are covered with glowing silver runes.
Most of these swords were finely crafted +3 Long Swords that were capable of delivering an additional 1d8 + 10 points of electrical damage. Opponents receive no protection from metal armor against the bonus damage as these swords simply ignore metallic armors. If the wielder rolls high enough to hit with a touch attack but not enough to strike a normal hit, the electrical damage is still applied against opponents with metal armor. The +3 bonus associated with the swords increases to +6 when used against creatures made completely of metal (such as iron golems).
The secret of their creation has returned and a few new swords are circulating. Rumors persist of superior versions of the sword created that were capable of dealing an additional 1d8+20 damage instead of the 1d8+10. These swords were rumored to have been given to Sauroman's personal guards but none of these weapons have yet to be recovered.
These were created by deities for the use of their minions. Never intended to be used by mortals, these items are reserved for the express use of divine proxies. However careful deities are, there have been rare occasions were one of these items have fallen into mortal hands. Normally either the entity who lost the item or another just like it is sent to retrieve the item. Only in extreme circumstances will a deity directly move to recover a lost item.
Artifacts are infused with such power that their destruction is only possible through epic means. These items can only be suppressed, not destroyed by magical spells or abilities such as the Magehunter Disjoin skill. Due to the difficulty of destroying these items, their existence in Traykon is factual and their eventual return to circulation is inevitable.
This unique robe was discovered by Aegar Brightmantle and is the last known person to possess it. Imbued with the magic of the god Vusha, this robe can change shape and color at will following the wearer's wishes. It is the ultimate clothing for infiltration or escape.
These weapons are wielded by Ulan's Mord Wraiths in their search for lost souls throughout the Shadowlands. Every Mord Wraith possesses one of these divine weapons. If someone can enter the Shadowlands and confront a Mord Wraith, they have a chance to steal the sword should they be able to defeat the creature. Throughout history, tales of creative mages invading the Shadowlands and absconding with one of these prized blades is the subject of epic tales.
The legendary Staff of the Dragon is an artifact that comes from the Age of Magic. Legend states that a powerful dragon created the staff as a gift for a beautiful elven princess with whom he had fallen in love. Another legend attributes the staff's creation to a powerful Fey sorcerer who created the staff to help him overthrow a rival. The truth of the staff's creation is lost to antiquity.
Consisting of five individual artifacts, this set gains power with the more pieces one possesses. It is rumored that to possess all five will gain the favor of Aragon and elevate the wearer to the stature of a Demigod.
In ancient times, elemental gods walked the land beside of their mortal worshipers. Great gods of the forest kept lesser races from defiling their domains. As civilization progressed, humanoids began weakening the elder gods. After centuries of intrusion, the humanoids were able to drive the gods out of their domains. With the shrinkage of their land, the elemental gods started weakening. Many of the gods perished at the hands of the mortals they were attempting to keep out of their domain. Several of these gods left behind traces of their presence. Sacred sites exist in nature where the power of these gods still hold sway. They Eye of Darkness is one of these remnants.
Rumored to have been crafted by Morval, this weapon has been lost for centuries.
To refuse ownership of these cursed items the player must roll a Will save (DC 20). If ten out-of-character-alignment acts arecommitted -- DM should force an alignment change. If so, the now evil character will leave the item to be picked up by some one else. All saving throws are Will saves.
The doll talks to its owner, encouraging him/her to commit evil acts. If the owner consents (saving throw required), the doll can help perform the acts through the use of telekinesis-like powers. Doll will encourage evils acts once per day.
The Quill Pen
Anything evil written with the pen (John will die) happens. (Victim saving throw required). The Quill Pen can be used once per week. Treat written messages as a Wish spell.
Erotic Female Statuette
The statuette will cause anyone to fall in lust (not love) with the owner. The owner must kill the victim after they have sex. (Victims saving throw required).
When the victim drinks from the cup, the cup kills him and makes the owner younger (giving the player character +6 to charisma). The additional youth only lasts for a day or so. Then the owner must subtract -1 from charisma for each day the cup is not used. A zero charisma equal sudden death for the players character. (Victims saving throw required).
The glove miraculously heals any disease or injury when the owner touches it to the ill person. The disease is transferred into the glove and magnified; it must soon be transferred (again by touch) to another, who dies. If the disease is not transferred within 24 hours, it kills the owner. (Victims saving throw required).
When shone on a shipwreck, the lantern uncovers buried treasure. After each such use the lantern must be shone on the diver who brought up the treasure, who burns to death. (Victim[s] saving throw required).
The owner of the quilt can dream whatever they want while sleeping under it, but some other person (chosen by the owner) experiences the dream as a nightmare and is killed by it. The chosen victim is forced asleep when the owner begins dreaming. (Victims saving throw required).