some of my brain for you.
Dairivens Cage- Basically a little cage on a chain that you throw towards someone. It grows in size and attempts to capture them and then bring them to you. It had a DC of 20 in my game. Dairiven was a bounty hunter.
The Phoenix Blade. Longsword used by some weird guys in my game. Whoever you kill with it is then raised from then dead the next round and is now "good", or who they
should be, according to the sword. It makes people essentially paladinic, if that's a word. The thing is it thinks you should kill everyone and make them good. It's actually more like a Lawful Evil paladin sword. The priests that you have killing people and raising them from the dead might benefit from a sword like this Rob. I had it so that it had very little bonuses and all damage had to be dealt by the sword for it to raise the person.
Valhonessa's Shame. It was a thin blade used by a queen in a long story to kill her husband. A mage, who was her lover had enchanted it so that it would urge her to kill the king. Whenever it's held in the hand it hides the mind of the wielder from scrying. It also gave some bonuses to backstab, and a lot of bonuses if used in an act of betrayal.
The Coin. It never had a name other than that. You flipped in and if it was heads it gave you a plus 1 to everything, if it was tails it gave you a minus 1. There was no way to cheat on this. The effects were cumulative. People were very afraid to use it.
The Oil of Absolution. Basically a salve that when applied purifies the subject and returns it to it's pure state. It was sought in my game to remove very powerful curses, geas and the like. A vampire used it to become human again. It was made by an alchemist named Herios.
Mirafay. Was an herb that some people used to leave their body and travel astrally. They couldn't interact with the world and had to return to their body before the effects of the drug wore off, or their soul with start to decompose (lose skills then stats then hp, then well their character).
The Soul Spade. Used to bury the body of the first person murdered in the world it would make a person buried with it permanently dead dead dead soul gone.
The Anastasis. A sword that could cut the fabric of time and allow the wielder to step out of time. They could not affect the world around them but they could move through it. It gave some init bonuses and to hit bonuses.
Still Water. It's water from the deepest parts of the world. It's pure and ancient and makes potions better. It is actually 100% not magical, in my game that's rare. Most things have some small amount of magic because of the gods or whatnot. Still Water can be used to make things that inhibit or cancel magical effects.
Something to think about for the Narbohring thing. How are dead bodies handled? I had a lot of different stuff in my world about burning or burial, what the undead are and how they can come about. I think that you probably should avoid interspecies marriage shit, but burial traditions are I think really important in a game with as much death as these tend to have. Yes I did do some work on birth customs and that was some weird shit, but I had weird players too. Goblin children are born with teeth and makes for some weird nursing, they are born wild and are literally weened from their demonic nature. Female elves cannot get pregnant from human males, but human females can become pregnant from elf males, It caused some wars....blah blah it's better than that but I'll spare you. So some of that stuff is game based, but it's exactly what my players wanted and it made the world more realistic for them. People put candles in their windows to keep spirits from coming into their homes. Criminals are buried and their souls don't find peace (they become undead) until dug up by priests of death who burn the bodies after they have served their time. Hence their ability to control and destroy undead. Horrible criminals are never exhumed and burned, and some cults dig them up, which may be a bad move. Unburied/unburned corpses of sentient beings become undead. What is the Sun, stars? I have a cult of stars that believes when really important people die they become stars. When a shooting star is seen it's a really big deal to these guys. What are the philosophies that compete in the world as to how it was created. What are the pantheonic breakdowns on those philosophies. In my game one breakdown is thus.
Those who pass through the world- pacifists, watchers, your druid types mytics etc. They think that the world is only there to be understood. Prime goal understand.
Those who alter the world- aggressive actors, people who think there is shit to be done, that the world is a work in progress. Prime goal change.
Those who accept the world. People who think that for the most part the world is set as it is for a reason. They're just there to enjoy what the gods have made and the order they gave it. Prime goal enjoy.
I don't remember the names I gave the different outlooks, but having them and thinking a little bit about them made the groups I came up with make more sense in the game, I think. Plus it let me come up with philosophers for the game and schisms that made sense in religious groups. Now maybe all that is a lot to put in a book, but it could perhaps be eluded to so that dice commanders more fully understand the task that is potentially before them. I believe that you have done some of this work Rob and just invite you to share it in your section.
and since I can't find my gaming notes still, after having bought the house, that's all I've got right now. They're here somewhere.
The Phoenix Blade. Longsword used by some weird guys in my game. Whoever you kill with it is then raised from then dead the next round and is now "good", or who they
should be, according to the sword. It makes people essentially paladinic, if that's a word. The thing is it thinks you should kill everyone and make them good. It's actually more like a Lawful Evil paladin sword. The priests that you have killing people and raising them from the dead might benefit from a sword like this Rob. I had it so that it had very little bonuses and all damage had to be dealt by the sword for it to raise the person.
Valhonessa's Shame. It was a thin blade used by a queen in a long story to kill her husband. A mage, who was her lover had enchanted it so that it would urge her to kill the king. Whenever it's held in the hand it hides the mind of the wielder from scrying. It also gave some bonuses to backstab, and a lot of bonuses if used in an act of betrayal.
The Coin. It never had a name other than that. You flipped in and if it was heads it gave you a plus 1 to everything, if it was tails it gave you a minus 1. There was no way to cheat on this. The effects were cumulative. People were very afraid to use it.
The Oil of Absolution. Basically a salve that when applied purifies the subject and returns it to it's pure state. It was sought in my game to remove very powerful curses, geas and the like. A vampire used it to become human again. It was made by an alchemist named Herios.
Mirafay. Was an herb that some people used to leave their body and travel astrally. They couldn't interact with the world and had to return to their body before the effects of the drug wore off, or their soul with start to decompose (lose skills then stats then hp, then well their character).
The Soul Spade. Used to bury the body of the first person murdered in the world it would make a person buried with it permanently dead dead dead soul gone.
The Anastasis. A sword that could cut the fabric of time and allow the wielder to step out of time. They could not affect the world around them but they could move through it. It gave some init bonuses and to hit bonuses.
Still Water. It's water from the deepest parts of the world. It's pure and ancient and makes potions better. It is actually 100% not magical, in my game that's rare. Most things have some small amount of magic because of the gods or whatnot. Still Water can be used to make things that inhibit or cancel magical effects.
Something to think about for the Narbohring thing. How are dead bodies handled? I had a lot of different stuff in my world about burning or burial, what the undead are and how they can come about. I think that you probably should avoid interspecies marriage shit, but burial traditions are I think really important in a game with as much death as these tend to have. Yes I did do some work on birth customs and that was some weird shit, but I had weird players too. Goblin children are born with teeth and makes for some weird nursing, they are born wild and are literally weened from their demonic nature. Female elves cannot get pregnant from human males, but human females can become pregnant from elf males, It caused some wars....blah blah it's better than that but I'll spare you. So some of that stuff is game based, but it's exactly what my players wanted and it made the world more realistic for them. People put candles in their windows to keep spirits from coming into their homes. Criminals are buried and their souls don't find peace (they become undead) until dug up by priests of death who burn the bodies after they have served their time. Hence their ability to control and destroy undead. Horrible criminals are never exhumed and burned, and some cults dig them up, which may be a bad move. Unburied/unburned corpses of sentient beings become undead. What is the Sun, stars? I have a cult of stars that believes when really important people die they become stars. When a shooting star is seen it's a really big deal to these guys. What are the philosophies that compete in the world as to how it was created. What are the pantheonic breakdowns on those philosophies. In my game one breakdown is thus.
Those who pass through the world- pacifists, watchers, your druid types mytics etc. They think that the world is only there to be understood. Prime goal understand.
Those who alter the world- aggressive actors, people who think there is shit to be done, that the world is a work in progress. Prime goal change.
Those who accept the world. People who think that for the most part the world is set as it is for a reason. They're just there to enjoy what the gods have made and the order they gave it. Prime goal enjoy.
I don't remember the names I gave the different outlooks, but having them and thinking a little bit about them made the groups I came up with make more sense in the game, I think. Plus it let me come up with philosophers for the game and schisms that made sense in religious groups. Now maybe all that is a lot to put in a book, but it could perhaps be eluded to so that dice commanders more fully understand the task that is potentially before them. I believe that you have done some of this work Rob and just invite you to share it in your section.
and since I can't find my gaming notes still, after having bought the house, that's all I've got right now. They're here somewhere.
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