Jump to content

Plunder! Item Submissions


Rick Meints

Recommended Posts

Name:  God Masks

Description:  Masks, typically made in the form of stylized representations of the gods, inlaid with precious materials and frequently of great age.  The masks are typically made of materials appropriate to the elements of the deity they depict.  For example, earth cults favor colored clays, water cults favor driftwood, air cults favor bronze, sun cults favor gold or gold leaf on wood, the moon favors silver etc. though no absolute rules apply, and they are inevitably crafted with great respect using whatever materials are most appropriate and available.
Cults:  Any.
Knowledge:  Common to all cults as holy items.
History:  During the course of rituals it frequently occurs that someone needs to become a vessel for the depicted deity.  These consecrated items serve as a valuable conduit for that power, subsuming the individual more perfectly into the deity.  At various times these items have been excessively important, such as during the Bright Empire, when illuminates abused them, and later when the God Learners abused them.  Perhaps in the third age they will become abused again? 
Procedure:  The mask is worn.  Typically they are made through a series of consecration and enchantment rituals over the course of a month or more, and inevitably imbued with the holy powers of the deities, and often worn in daily rituals to reinforce and recharge the power.  Procedures for their creation vary immensely from cult to cult, but the principle remains quite similar.  The base consecration for a God Mask requires the expenditure of 2 POW, but more enchantments may be added later.
Powers:  A god mask allows a wearer to imbue the power of the deity even if they are not initiates, provided they are not initiates or higher of a hostile deity.  They are typically used in hero quests to allow individuals to fulfill the roles of deities to which they have no ritual or pact connection, i.e. initiation.  While wearing the mask in the course of the hero quest, it is possible for the wearer to sacrifice 1POW and become an initiate.  Only when the character is a full initiate of the depicted deity will the full matrices and divine spell repertoires of the item become available.  The mask is a placeholder for the deity, and thus is itself the initiate and the initiation, but only during the hero quest.  On occasion God Masks become home to cult spirits, and some have even become the focus for cult and subcult worship.
Value:
  These items are relatively common, and a recently constructed God mask might sell for as little as 2000L if taken in war.  Over time they gain more enchantments and mythic power and can become quite priceless.

Edited by Darius West
  • Like 3
Link to comment
Share on other sites

Name:  Cactus Brew

Description:  A clear, alcoholic beverage distilled from various species of cactus found in and around the Plains of Prax.
Cults:  N/A.
Knowledge:  Common.  Most have heard of it if not actually tried it.
History:  In keeping with the nomadic philosophy of utilizing everything to the maximum possible, Praxian natives have found a way to ferment the fruits and meat of cacti.  (The cacti are also an excellent source of subsistence-level water for long hunts and deriving moisture without having to go to a body of water.  Even used meat can be refined.) The method of distillment has been known to the nomadic clans since soon after they arrived on the Plains.  It's well-known that an overimbiber would often prefer torture to living through the few days after a Cactus Brew bender.
Procedure:  Standard alcoholic beverage.  It has been found to be an excellent medium for imbibing powders in solution.
Powers:  None aside from intoxication (or those imparted by powders added to it).
Value:  1-5 L per shot, depending on quality.

Edited by Yelm's Light
  • Like 4
Link to comment
Share on other sites

Name: Ritual Elements

 

Description: Runically, thematically and ritually significant ingredients or elements. They can be of nearly any sort, but should conform to the cultic purpose for which they are intended.

 

Cults: Any.

 

Knowledge: Ritual Elements are a common part of many ceremonies and rituals in cultic worship, but vary widely from cult to cult. Examples include: Lightning blasted oak flinders for Storm cults, crosses for Humakti, blessed earth for Ernalda, a quirt made of leather from an appropriate herd beast for Waha, are all physical elements. But metaphysical elements also exist, like Dawn for a Sun Cult, a cloudless night for a Star/Night/Darkness cult, or howling like a wolf for wolf-brother rite.

 

History: For as long as man has venerated gods and spirits, he has tried to gain more from the devotion of service and faith. Ritual Elements are an effective way to improve the chances of a rite going the way you intend. The nature of the rite can be of any sort: conducting a wedding, carrying out an important ritual, enchanting a cult object, etc.

 

Procedure The high priest, lead sorcerer, or whoever else is conducting the ritual, can make use of up to 1 Ritual Element for every 6 POW and INT she possesses. More elements may be present, but the lead is only able to keep so many things in mind while carrying out the complex job at hand.

 

Powers: For each element that the GM approves as “Ritually Significant”, the lead gains 1d6% on the skill he is using (Ceremony, Sorcery, whatever) to determine the success of the ritual.

 

Value: The price varies considerably, and sometimes cannot be quantified in Lunars. If a commercially available item is intended for ritual use, you could double the cost for a ritually significant one, or impose a Search check in an appropriate environment after 1d100 minutes. One of the best ways for these to enter the game is as interesting loot: “You find several pots of pure earth in different colors, ideal for the sand painting rites of certain Praxian shaman”.

 

Edited by Baelor
  • Like 2
Link to comment
Share on other sites

Name:  The Universal Quill

Description:  A fiery red-orange-gold in color, this roughly foot-long quill glows with golden light.
Cults:  Associated:  Lhankor Mhy.  Friendly:  Issaries.
Knowledge:  Common among Lhankor Mhy and Issaries, Uncommon among other Lightbringer cults.
History:  Ever on a quest to satisfy his thirst for knowledge, Lhankor Mhy himself crafted the Quill.  First, he exchanged his friendship and the use of his knowledge with Issaries for the trade god's services.  Trekking to a high mountain peak with Issaries in tow, he bargained with a Phoenix for a single wing pinion, for which in return he imparted to it the tales of its father, Yelm.  He then brought the feather to his home upon the Spike, where he imbued it with the slightest portion of the Light of Knowledge and gave it to his mother, Orenoar (the Goddess of Truth), for her blessing.  It is considered a holy artifact by his cult, but so far as is known has never been seen in the Middle World.  It is at this point only a legend; one who returned with it would be the greatest Hero in cultic history.
Procedure:  This is obviously a Heroquest item.  Assuming one were to complete the quest, it would be used by copying from a book or other written medium, or by transcribing thoughts or speech with it, whether one's own or that of others.
Powers:  The Universal Quill will allow the translation of any language into a document in Tradetalk (Issaries provided more than just advice on bargaining).  It will not decode messages that are in code, nor will it translate alien concepts.  For instance, it could translate Mostali engineering instructions, but wouldn't provide the practical knowledge necessary to interpret them properly.
Value:  So far beyond priceless you wouldn't believe it.  Incalculable.

Edited by Yelm's Light
  • Like 2
Link to comment
Share on other sites

Eurmal's Ink Pot

Description:  A nondescript pot of ink used to dip ones quill in.
Cults: Trickster
Knowledge:  Cult Secret
History:  One day Eurmal snuck into Lhankor Mhy's study while the sage was off getting his Universal Quill blessed by the Goddess of Truth.  He then "dipped his quill" (ie urinated) in all of the sages ink pots.   When the sage returned with his holy Quill he was dumbfounded to learn that it printed only gibberish.  He quickly divined the truth, however, and cursing the trickster for his prank, tossed out the ruined ink pots.  Eurmal, however, snuck out and collected the trash and spread the ink pots throughout the world.
Procedure:  Be unlucky enough to use one of Eurmal's Ink Pots
Powers:  Within a few hours of being used, the words written upon any document scribed with the ink of one of Eurmal's Ink Pots will change.  The change will be such as to cause the most disorder possible.  Trade agreements will become offensive to the parties involved, peace treaties will become declarations of war, love letters filled with hurtful words, etc.
Value:  Only of value to someone who has a vested interest in starting a war or ending a relationship, etc.

Edited by Pentallion
  • Like 4
Link to comment
Share on other sites

More Minor Items:

  • Air Gum/ Water gum: Water gum was first developed by the Ludoch. When they found that humans would buy the a version that worked for them , they developed Air Gum. These are alchemical chewables that last for 4 hours. It is chewed until soft, then it remains in the mouth for the duration. Air Gum allows air breathing creatures a source of fresh air for the duration. Water gum allows water breathing creatures a source of fresh water to breathe. The element in question is trapped and concentrated within the gum.
  • Healing Morsel: Another development of the Ludoch. A morsel of coral pink flesh wrapped in seaweed, sometimes with spicy fish roe or other condiment inside. When chewed, it tastes like the finest raw salmon or tuna. and t heals 1 hit of damage per round for the next 1d6 rounds.
  • Stingray Spear: A spear with a head made from a stingray spine. It functions like a thrown spear, but with an underwater range of 5 meters,  inflicting Stingray Poison if even a single point of damage is done. If a special is rolled to hit, the point of the spear breaks off in the wound, inflicting the poison damage again. Deal Poison as in your version of RQ rules, or use simply do 1d6 bonus poison damage to the location on a damaging hit.  The spear will remain poisonous for a total of  1d6 attacks or until the weapon is broken.
  • Fire Sight Stone: Allows the user, on a successful Ceremony check (or POW x3) and the expenditure of  Magic Points, to perceive as though looking out from any fire within INT x 100 Yards. The user may change from fire to fire, but must pay 1 Magic Point each time she does so. Lasts for 1 minute per Magic point spent.
Edited by Baelor
  • Like 3
Link to comment
Share on other sites

Eurmal's Bell of Discordia

Description:  A small brass bell.  If examined closely it can be found to have a small crack in it.
Cults: Trickster
Knowledge: Cult Secret, Few
History:  One day Eurmal had an insight.  Things had been extremely boring lately and the world just seemed a duller place.  It occurred to Eurmal that if things got too dull, people would become bland and bored with life.  If that happened, people would be less likely to stand against Chaos and Creation might be undone.  After all, Eurmal mused, what good is Life if it isn't very interesting?  He therefore vowed to protect Creation from Chaos by making Life more interesting.  And thus, the rune Discord was born.  Eurmal then went forth and found a bell that produced a perfect note, as all bells did back then.  He cracked the bell and replaced it amongst its brethren.  That day at Yelm's court the bell produced the first Discordant Note.  No one understood what this meant at the time.  Eurmal stoked a discussion amongst the members of Yelm's Court, taking the side of one theory and then another until everyone was arguing and discord was firmly sown.  Content that the world had just become a much more interesting place, Eurmal then sat back and enjoyed his new creation.  The bell became imbued with the rune of discord and whenever sounded, Harmony would be banished.
Procedure:  Find a bell that produces a near perfect note.  The finer the bell and more perfect the note it produces the better.  Go on the Heroquest "Eurmals Discordant Note"   Crack the bell, then sneak it into Yelm's Court.  Sow discord into the Court. 
Powers:  The ringing of the bell will cause all within hearing to become stubborn, or contrary.  To refuse to listen to any other perspective than their own.  They will misunderstand each other and bicker among themselves.  The more perfect the bells note before the quest, the more powerful the effect afterwards.  Long running blood feuds have been started by a well crafted Bell of Discordia.
Value:  Invaluable to any group seeking to sow discord or disrupt an event.  The Lunar Empire pays a 5000 L bounty for the capture of anyone caught using a Bell of Discordia. 

Edited by Pentallion
  • Like 1
Link to comment
Share on other sites

  • 2 weeks later...

Name:  Way Stones

Description:  These stones are simple hemispherical rocks of granite, two foot across and weighing the limit of what a strong man can lift (45 Enc) marked with two mobility runes and a depiction of a chariot in the middle at the apex of the curve.  The cut of the stone is remarkably smooth, suggesting Dwarven work. 
Cults:  Associated: Mastakos, Orlanth.  Friendly: Lhankor Mhy.  Enemy: Mostali
Knowledge:  Cult secret.  Few temples possess a way stone and they keep the knowledge to themselves as much as they can.  No secret can long be kept from Lhankor Mhy however, and the Senior scribes do know about these items but rarely mention their existence, preferring to simply buy the item outright and return it to its rightful owner for the bounty.  The Mostali know of the Way Stones and while they no longer know of their locations, they would seek to retrieve them.
History:  The chariot of Mastakos was the fastest thing in Glorantha after Krarsht bit Larnste's heel.  Mastakos was the loyal charioteer of Orlanth and often provided him with help.  Once when at war with the Mostali, Mastakos was trapped by the enemy who used the power of Stasis against him, denying his ability to move as he pleased within a web of static power.  Orlanth and the Thunder Brothers triumphed regardless, and part of their booty were the 16 hemispherical stasis stones.  Mastakos complained to Orlanth about the power of these stones and claimed they should be destroyed, but Orlanth said "there is always another way", and together they worked on binding the stones to Mastakos so they could help him rather than hinder him.
Procedure:  Perform the sacrifice for Guided Teleport at an altar of Mastakos where one of the Way Stones is in place.  It need not be prominently displayed.
Powers:  The Way Stones serve as anchor points for the spell Guided Teleport.  If the stone is moved, all the initiates who sacrificed at the stone (knowingly or not) will find they appear at the location of the Way Stone.  Way Stones are not required as anchor points, as a properly consecrated altar to Mastakos, as found in most Orlanth Temples is more usual, but Way Stones are sometimes employed by the tribes and priests who possess such items as the Way Stones can be moved, while other anchor points cannot.
Value:  100,000L or the equivalent in cattle.  The Lunar Empire would pay more for the knowledge of such items, let alone the possession of one.  The Mostali would potentially pay double this king's ransom, and seek to retrieve the items violently if refused.

  • Like 2
Link to comment
Share on other sites

Thunder Brew

Description:  A milky white ale
Cults: Storm Bull
Knowledge:  Automatic, Famous, Cult Secret (Yep, all at the same time)
History:  Thunder Brew is a rare drink created in Prax by Storm Bull cultists. The brew is seldom available outside the cult  but when it is, it can be found at Gimpy's Tavern in New Pavis.  Gimpy will gladly regale anyone with the tale of how he and he alone is so honored to sell Thunder Brew.  Ask him.
Procedure:  The procedure for creating Thunder Brew is a closely held secret.  Even the sages at Lankhor Mhy refuse to reveal the ingredients used in the making other than to shudder and say "you'd rather not know."
Powers:  Anyone who quaffs a single mug of Thunder Brew must roll CONx1 or pass out.  A Fumble permanently reduces the imbibers INT by 1 and they suffer temporary blindness lasting no more than a week.  Those who make their rolls have just enough time to get outside before they vomit violently.  The bartender at Gimpy's then cuts them off as they're intoxicated for rest of the night.  If the imbiber can roll INTx1 they'll remember most of the night, else they have no recollection of the night at all.  A Storm Bull cultist who makes the CON roll does not throw up and temporarily increases his Rune Pool by one point for the remainder of the season.  Further consumption of Thunder Brew will have no further affect.  .  If the Storm Bull imbiber also makes his INTx1 roll he gains half that % in his Eternal Battle rune.  This can happen once ever.  Storm Bull cultists who fail their CON roll do not pass out, but remain intoxicated the remainder of the night.  Those that fumble their CON rolls, however, start mooing and head butting everyone and everything until they render themselves unconcious.

Gimpy's is packed whenever Thunder Brew goes on sale and passersby can hear the chants of "Thunder Brew!  Thunder Brew!  Thunder Brew!" along with the occasional cheering and laughter accompanied by the sound of wretching.

It is said that one group of adventurers gave a cask of Thunder Brew to a giant, who was felled by the drink and plundered.

Unknown to anyone in Prax:  Newtlings are immune to the effects of Thunder Brew and if one ever drank any he'd gladly ask for seconds, much to the amazement of everyone.
Value: 10L a drink at Gimpy's on the rare year it's available.

Edited by Pentallion
  • Like 1
Link to comment
Share on other sites

The Cursed Dagger of Lin Wu

Description:  A nondescript iron dagger with a bladesharp 4 matrix and 20 AP.
Cults: Zaktirra, Waha
Knowledge:  Cult Secret, One of a Kind 
History: Lin Wu was an eastern sorcerer who lost his love to a Praxians dagger.  Lin Wu hated Praxians so much that he turned to the dark Viridian god Zaktirra to curse the dagger that took his love.  The Cursed Dagger of Lin Wu serves as a warning to all who follow the ways of Waha to beware the evils of the east.  No matter who owns the dagger, how it was disposed of or where it was last seen, it always reappears in Prax.
Procedure: Be Lin Wu and get Zaktirra to make you a cursed Dagger.
Powers:  The Cursed Dagger of Lin Wu causes whomever is unfortunate enough to find it to have their rune affinities halved.  Their connection to their god is weakened and their ties to their runes are harder to reach.  The new owner cannot be rid of the dagger.  The Dagger cannot be uncursed, but the Cleansed One Quest is known to allow it's owner to be rid of it.  Somehow, it returns to Prax eventually, however.  Other cleansing quests may also get rid of the dagger.
Value:  Nothing.  A Praxian wouldn't knowingly touch the dagger with a ten foot high llama bone. 

Edited by Pentallion
  • Like 1
Link to comment
Share on other sites

10 minutes ago, Pentallion said:

Some things should be left for the GM.

Yes totally.  In fact tRSoT probably shouldn't even make an appearance.  I was totally joking.  Providing stats for the Red Sword of Tolat such a "Deities and Demigods" thing to do.  But how about the unbreakable sword then huh? huh?

  • Like 1
Link to comment
Share on other sites

9 hours ago, Darius West said:

Yes totally.  In fact tRSoT probably shouldn't even make an appearance.  I was totally joking.  Providing stats for the Red Sword of Tolat such a "Deities and Demigods" thing to do.  But how about the unbreakable sword then huh? huh?

Wouldn't allow the unbreakable sword in my campaign.  It's too broken ;)

  • Like 1
Link to comment
Share on other sites

Not touching any of those swords, but here is one from my game (it has not been encountered yet):

Gwylluchan – The Witch Blade

 

Description: A long slender rapier-like sword, easily wielded one-handed, with a hilt long enough to be gripped by two. The blade is crafted of silver, hardened in the light of the Blue Moon. The hilt has all silver fittings, and a grip wrapped in hide reminiscent of crocodile hide, tanned black.

 

Cults: None, really. Those who most covet Gwylluchan are witches, sorcerers, and others who tend to avoid cultic encumbrances. Humakti are generally offended by the changeable nature of the weapon, and its ties to the Disorder rune.

 

Knowledge: Gwylluchan can, if attuned, alter its form to suit the needs of its bearer. Whatever its form, somewhere on it, a Death rune will always be found – inscribed, painted, hidden in all or part of its shape. A death rune cultist can make a POW check to find this hidden rune.

 

History: The forging of Gwylluchan is not known, but its making would likely have required the skills of both an expert smith and a potent witch. Naïve rumours circulate that it was the toy of Cragspider, or even of Eurmal, but scholars discount such wild tales without being able to offer a better origin.

 

Procedure: There is only one Gwylluchan. If another were to be made, the silver of its blade and hilt furniture must be crafted and hardened in the light of the Blue Moon, in a forge fuelled entirely by Moon Cedar (which grows only on the surface of the Blue Moon). The smith must be expert, and the sorcerer who manages the enchantments must kill a shapechanger to quench the weapon.

 

Powers: Gwylluchan is a fine silver longsword to anyone who picks it up. It does 1d8 damage one-handed, or 1d10 damage in two, as well as a +10% to hit and parry (non-magical; simply because of its speed, weight and exceptional balance).

 

To its attuner, Gwylluchan grants the following additional powers:

 

Ø Quicksilver Stride:  The features of the bearer are blurred and appear to be a fluid form of silver, in addition to making the bearer impossible to recognize physically, this grants +4 Move, +4 DEX, +40% to Move Silently and Hide rolls when the bearer is in motion; Cost to Cast: 6 POW; Target: Self only; Duration 10 Melee Rounds

 

Ø On contact (Gwylluchan need not draw blood to do this), Gwylluchan afflicts any shape-changed target with a POW 25 Spirit Attack. If it succeeds in its attack, the shape-changer is forced to resume its true form. If the alteration was due to operating spells, even ones that transform some portion of the anatomy (like Cat Claws or Scorpionman Spines), the spell is dispelled. Gwylluchan ignores Countermagic or other protective magic for this attack.

 

Ø The blade can shapeshift over the course of a melee round, becoming whatever weapon the bearer desires. It must always take the form of a weapon, and will appear to be made of silver, with black-dyed crocodile hide portions. Somewhere on its length, there will be a Death Rune, usually hidden (See above). Gwylluchan will assume an appropriate size for its wielder, and will maintain the commanded form until it is commanded to assume another, or until its atuner is dead – at which time it will revert to its “native” form.

 

Ø Gwylluchan acts as a Spell-Enhancing 3 item for spells like Bladesharp or Pierce, increasing the level of the effect by 3. If a Dullblade or other negative weapon effect is cast on Gwylluchan, the effect is automatically reduced by three levels.

 

Value: Gwylluchan has an incredible cachet amongst witches and sorcerers, many of whom bend considerable effort to finding it. Its lunar association makes it very appealing to cultists of any moon, Imperials included. If it were offered for sale, it would fetch upward of 50,000L. However, Lunar Assassins would make it a difficult weapon to keep.

 

 

 

 

Edited by Baelor
  • Like 3
Link to comment
Share on other sites

Name The Goddess' Gift
Description:a piece of moon rock
Cults: ALLIED the crater makers;
NEUTRAL the chaos cults;
HOSTILE the other lunar cults;
ENNEMY all the others
Knowledge: Few, but spreading
History: The crater makers regiment has the power to hurl stones from the Red Moon (a Meteor Storm). The by-products are moon rocks, and because the targeted peoples suffered greatly ghosts, wraiths and passion spirits. A junior member of the regiment discovered that some of these moon-stones have power on the spirits created by the blast.
Procedure: Around 1% of the moon rocks are special. To find the special stones, one has to sift through the remains of a Meteor Storm while using magical sight. The special stones are those that show a small flickering figure within their glow. There is a link between the spirit and the stone.
Powers: The summoning of the linked spirit is easy, and if the stone is used as a binding enchantment, the ritual costs 1 less POW (minimum 1 POW)
Value: At least as much as a binding enchantment.

 

  • Like 2
Link to comment
Share on other sites

In other weapon forms it works like those weapons, but with the enchantments available for use. So in the form of a dagger, it acts like a dagger, in the form of a quarterstaff it functions as a quarterstaff. It will still be +10% to hit and parry, but will do damage as the weapon that is presently is.

Link to comment
Share on other sites

Got sick of scrolling through the pages...

 

Book of Treasure - Even More Plunder.pdf

Edited by Sayerson
Edited original upload
  • Like 3

Say no to censorship

  • "Did he say he was a Rune Lord or that he knew one?"
  • "Go, and never darken my towels again."
  • "Ach Crimmens! Ye smited me...ye craven. Worra, worra. What would me Mum say?"
Link to comment
Share on other sites

15 hours ago, Sayerson said:

Got sick of scrolling through the pages...

Book of Treasure -Even More Plunder.pdf

This is really cool and very well done.  There is an error with Zed's Ded Box, however.  You repeated the History section in the Procedure section.  The latter should read:

Quote

 Bind a large shade into a coffin. Put recently deceased into coffin.

Instead, that part got put in the Powers section.

  • Like 1
Link to comment
Share on other sites

Just to muck the book up :)

Name:             Snow Tigers Fang

Description:   Smilodons Fangs, carved into ornate razor sharp blades, decorated with leather bindings, furs and clan markings.
Cults:              Shamans of the Snow Tiger Clan Of Balazar
Knowledge:   Clan Secret
History:          The  Clan totem of the snow tigers has been leading the shamans of the clan is the ritual for many generations and a good number of fangs are now in the possession of the clan, most seasoned hunters in clan possess one and they are gifted to leaders of allied clans and one has been gifted to King Yalaring of Trilus.
Procedure:     The totem spirit will lead a clan shaman to a dying
Smildon, where the shaman is expected to perform a peaceful cut on the creature, giving it the same respect in death which it has given to its prey. Most parts of the Cats spirit then return to the cycle, but a fragments remain within the long fangs of the cat.
Powers:          The fang acts a weapon which will do 1d8 +1 damage, and also contains a Ironhand 3 matrix which is powered by the spirit fragment and can be used three times per week, the spell can only be cast on the fang itself.

Value:             These are treasure items of the clan and are not for sale, in fact the clan would take very poorly to gifted item being traded on the open market. However one as traded in Holays Cross as few years ago and fetched just under 2000 Lunars

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...