Tuesday, July 24, 2018

:: FeyGen Prompt #4 ::

SETTING—Zeferino's home
Location: Divine Dirty settlement, kingdom of Ewerercastle
Environment: Mild Mostly Cloudy tundra
Name: Fairy Ringdale
Prominent Places: dining hall, Fairy Ring, Wall, Glen
Leader: Teofilo, manager
Demographics: Neutral Evil ranais
Prominent Professionals: Bookbinder, Organist

HERO
Name: Zeferino (''West Wind'')
Identity: adult male ranai
Physical: a grimy look, wears hand-made vesture
Attributes: Smart, Resolute, Weak, Fragile
Beliefs: Neutral Evil, worships The Djinn
Personality: well-spoken
Voice: high, hoarse
Motivations
    ''I want to save my mother.''
    ''I fear failing my old rival.''
Experience
    Class: Mage (Scholar Magician)
    Craft: Mason
    Knowledge: Information Broker
    Perform: Minstrel (Lute)
    Profession: Chanter
    Skills: proficient liar, incapable linguist
Combat: Sickle, Throwing Knife
Good Movement: climb, Bad Movement: run

Tuesday, July 17, 2018

:: FeyGen Prompt #3 ::

SETTING


Dagrun's home
Name: Effigywich
Location: Dirty Clean homestead, kingdom of Maypoleopolis
Environment: Pleasant Foggy natural caverns
Prominent Places: burial yard, Silver Mine, Effigy, Pond
Leader: Ivor, head of the house
Demographics: Chaotic Good winslies
Prominent Professionals: Woodcarver, Dungeoneer

HERO

Name: Dagrun (''Day of Secret Lore'')
Identity: juvenile male winslie
Physical: a chest birthmark, wears outdated clothing
Attributes: Hardy, Quick, Foolish, Wavering
Beliefs: Lawful Good, worships The Unseelie Court
Personality: wary
Voice: low, quavering
Motivations
     ''I want to measure up.''
     ''I fear being mediocre.''
Experience
     Class: Commoner (Ruffian)
     Craft: Trapsmith
     Knowledge: Theologist
     Perform: Trumpeter (Shofar)
     Profession: Ranger
     Skills: adept sneak, incompetent escape artist
Combat: Club, Shuriken
Good Movement: climb, Bad Movement: swim

STORY

RISING ACTION
     Dagrun's old crush, Arnbjörg, told him not to touch the New Potato at the homestead Pond, but Dagrun did anyway. Later, Dagrun overheard his old crush sigh and say to herself: ''I was almost able to find out who I am...'' 
MAJOR CONFLICT
     Dagrun's old crush, Arnbjörg, said ''We cannot continue on. We are simply too poor.'' Dagrun heard this demand and wanted to provide for his old crush's need, so Dagrun's new crush, Ulisses, permitted him to leave home.
PLOT
     Dagrun embarked on a journey with the help of his protégé, Gwenith, and a map which guided Dagrun to the far away land of Librarian City.
     Dagrun returned to his old crush with all the riches they would ever need because he was such an impressive and adept sneak.
     Dagrun returned home with the help of his protégé, Gwenith, and a map which guided Dagrun back to the kingdom of Maypoleopolis.
     Dagrun's protégé, Gwenith, transformed his into a heightened appearance and status.
FALLING ACTION
     The king of Maypoleopolis gave Dagrun a new treasure as a reward—a magical Pentagram which summoned a helpful Demon on command. And Dagrun lived in comfort and happiness until the end of his days.

PEOPLE


PRESENT RELATION—Dagrun's old crush
Name: Arnbjörg (''Rescuing Eagle'')
Identity: young female winslie
Physical: a deformed finger, wears hand-made accoutrements
Attributes: Clever, Resolute, Weak, Slow
Beliefs: Chaotic Neutral, worships The Marids
Personality: domineering
Voice: high, verbose
Motivations
     ''I want to find out who I am.''
     ''I fear being insignificant.''
Experience
     Class: Expert (Performer)
     Craft: Miner
     Knowledge: Geographer
     Perform: Comedian (False Morningstar)
     Profession: Animal Trainer
     Skills: proficient liar, bumbling linguist
Combat: Flail, Bow
Good Movement: climb, Bad Movement: swim

DISPATCHER—Dagrun's new crush
Name: Ulisses (''Angry'')
Identity: young female ranai
Physical: short legs, wears repulsive garb
Attributes: Clever, Resolute, Weak, Fragile
Beliefs: Lawful Evil, worships Fate
Personality: determined
Voice: even, appealing
Motivations
     ''I want to free my friend.''
     ''I fear getting caught.''
Experience
     Class: Expert (Hunter)
     Craft: Woodcarver
     Knowledge: Dungeoneer
     Perform: Fiddler (Viol)
     Profession: Chaplain
     Skills: masterful survivalist, rookie appraiser
Combat: Hatchet, Throwing Hammer
Good Movement: climb, Bad Movement: swim
HELPER—Dagrun's protégé
Name: Gwenith (''Wheat'')
Identity: very young female winslie
Physical: perfect hands, wears non-traditional costumery
Attributes: Clever, Resolute, Frail, Slow
Beliefs: Neutral Evil, worships The Strangers
Personality: energetic
Voice: even, breathy
Motivations
     ''I want to measure up.''
     ''I fear losing the esteem of my niece.''
Experience
     Class: Fighter (Brute)
     Craft: Carpenter
     Knowledge: Geographer
     Perform: Orator (Technology Encyclopedia)
     Profession: Trumpeter
     Skills: skilled escape artist, awkward sneak
Combat: Club, Bola, Half-plate Suit, Tower Shield
Good Movement: climb, Bad Movement: swim

ROYAL RULER—king of Maypoleopolis
Name: Imamu (''Spiritual Leader'')
Identity: dead male leonian
Physical: a hunchback, wears excessive garb
Attributes: Nimble, Resolute, Weak, Fragile
Beliefs: Lawful Good, worships The Unseelie Court
Personality: dejected
Voice: high, wheezy
Motivations
     ''I want to see justice served.''
     ''I fear being unloved.''
Experience
     Class: Aristocrat (Noble)
     Craft: Musical Artisan
     Knowledge: Naturalist
     Perform: Comedian (False Morningstar)
     Profession: Costumer
     Skills: skilled linguist, inept bully
Combat: Glaive, Bow, curled claws
Good Movement: climb, Bad Movement: swim

OTHER


LEGENDARY ITEM—Summoning Object
Name: Fantastic Pentagram
The ''Fantastic Pentagram'' is a legendary Narrow, Plain Pirium Pentagram that summons a notable female Demon named Gwenith on command.
SUMMONED CREATURE
Name: Gwenith
Identity: Demon
Attributes: Clever, Resolute
Personality: energetic
Voice: even, breathy
Knowledge: Geographer
Skills: masterful escape artist
Movement: fly
FAR AWAY LAND—Dagrun's destination
Name: Librarian City
Location: Clean Maintained city
Environment: Searing Partly Cloudy marsh
Prominent Places: Cathedral of Fate, Tor, Freestanding Door, Stream
Leader: Hermenegildo, governor
Demographics: Neutral Good ranais
Prominent Professionals: Jeweler, Librarian

HOME KINGDOM—the ruling capital of Dagrun's home
Name: Maypoleopolis
Location: Divine Elaborate kingdom
Environment: Pleasant Breezy mountain
Prominent Places: colossal Diamond statue of a fenris female, Geoglyph, Freestanding Door, Maypole
Leader: Tariro, ruler
Demographics: Neutral Good leonians
Prominent Professionals: Inventor, Diplomat

Sunday, July 8, 2018

:: FeyGen Prompt #2 ::

Having given the first prompt a critical look after some feedback, I give you FeyGen prompt #2. This version is designed to be easier for a writer to assimilate, and should resemble an actual outline rather than a readable story. Included at the beginning are the Setting and Hero profiles to get you started, and at the end are character, item, and location profiles for everything else. Per usual, let me know how writing your own story from this prompt works for you.

Happy writing!
Jay

FeyGen Prompt #2


SETTING—Tiwlip's home
Name: Millerham
Location: Vacant Wild hamlet, kingdom of Danksia
Environment: Temperate Smoky islands
Prominent Places: guardhouse, Tor, Eternal Fountain, Well
Leader: Ohtli, sheriff
Demographics: Chaotic Neutral humans
Prominent Professionals: Carpenter, Miller

HERO
Name: Tiwlip (''Tulip'')
Identity: juvenile female human
Physical: broad shoulders, wears natural wardrobery
Attributes: Charming, Resolute, Frail, Fragile
Beliefs: Neutral Evil, worships The Wood Aspect
Personality: nervous
Voice: mute
Motivations
     ''I want to build a relationship with my childhood friend.''
     ''I fear being evil.''
Experience
     Class: Exemplar (Sylvan Witch)
     Craft: Cook
     Knowledge: Arcanist
     Perform: Flautist (Flute)
     Profession: Midwife
     Skills: masterful appraiser, inept costumer
Combat: Morningstar, Sling
Good Movement: run, Bad Movement: climb
_____________________________________

MAJOR CONFLICT

     Secretly, Tiwlip's protégé, Andresa, said to herself: ''I am going to explore,'' and then drowned Tiwlip's brother, Gwenith. Tiwlip was sentenced to death. Later, she was secretly freed by her niece, Xochitl, and left the hamlet to right the wrongs committed by her protégé. 

PLOT

     Tiwlip encountered her father, Kaiya, who attempted to destroy Tiwlip using special tactics. Tiwlip reversed her attacker's tactics and defeated him. Tiwlip's father gifted the legendary Perfect Chainmail to him.
     Tiwlip embarked on a journey with the help of her family friend, Chandra, following tracks to arrive at the far away land of Musical Artisan City. 
     Tiwlip encountered her protégé, Andresa, in Musical Artisan City, where she banished her outright. At a crucial moment during these events, Tanganutura, the prince, marked Tiwlip with an auspicious royal seal on her chest.
     Tiwlip saved her brother, Gwenith, from drowning by reviving the dead. 
     Tiwlip returned home with the help of her family friend, Chandra, following tracks to arrive back at the kingdom of Danksia.
     Andresa chased Tiwlip, attempting to take advantage of her frailty. Tiwlip escaped with the help of her family friend, Chandra, who increased her toughness.   
     Tiwlip's protégé, Andresa, committed suicide.

FALLING ACTION

     The prince wanted to join Tiwlip on her adventures. Tiwlip and Tanganutura were married, and they lived happily for a time. However, all too soon, Tiwlip's old rival, Adalwulf, came and seduced Tanganutura. And so, a new adventure began...
_________________________________________

PRESENT RELATION—Tiwlip's brother
Name: Gwenith (''Wheat'')
Identity: young male human
Physical: fluid movements, wears unique clothing
Attributes: Charming, Resolute, Frail, Slow
Beliefs: Chaotic Evil, worships The Wood Aspect
Personality: apologetic
Voice: even, taut
Motivations
     ''I want to avoid being noticed.''
     ''I fear being incompetent.''
Experience
     Class: Exemplar (Sylvan Witch)
     Craft: Alchemist
     Knowledge: Planar Theorist
     Perform: Comedian (False Minecart)
     Profession: Jester
     Skills: adept costumer, bumbling liar
Combat: Guisarme, Throwing Hammer
Good Movement: run, Bad Movement: climb

VILLAIN—Tiwlip's protégé
Name: Andresa (''Courageous'')
Identity: juvenile female human
Physical: broad shoulders, wears higher-class vestments
Attributes: Clever, Resolute, Weak, Fragile
Beliefs: Lawful Evil, worships The Primal Spirit of Buffaloes
Personality: hopeless
Voice: high, singsong
Motivations
     ''I want to explore.''
     ''I fear being unloved.''
Experience
     Class: Expert (Professional)
     Craft: Weaver
     Knowledge: Naturalist
     Perform: Jester (Joke Tunic)
     Profession: Herald
     Skills: proficient linguist, amateur escape artist
Combat: Hatchet, Bow
Good Movement: run, Bad Movement: climb

DISPATCHER—Tiwlip's niece
Name: Xochitl (''Flower'')
Identity: juvenile female human
Physical: toned muscles, wears wild coverings
Attributes: Clever, Resolute, Weak, Fragile
Beliefs: Lawful Good, worships The Light
Personality: drained
Voice: high, hearty
Motivations
     ''I want to avoid being noticed.''
     ''I fear suffering an unavoidable catastrophe.''
Experience
     Class: Exemplar (Luminous Priest)
     Craft: Cook
     Knowledge: Geographer
     Perform: Flautist (Flute)
     Profession: Piper
     Skills: expert costumer, bungling investigator
Combat: Pick, Javelin
Good Movement: run, Bad Movement: climb

DONOR—Tiwlip's father
Name: Kaiya (''Spear'')
Identity: young adult male human
Physical: fluid movements, wears approachable accoutrements
Attributes: Charming, Resolute, Frail, Slow
Beliefs: Lawful Neutral, worships The Wood Aspect
Personality: troubled
Voice: mute
Motivations
     ''I want to follow my dream.''
     ''I fear wandering aimlessly.''
Experience
     Class: Exemplar (Sylvan Witch)
     Craft: Alchemist
     Knowledge: Naturalist
     Perform: Minstrel (Mandolin)
     Profession: Minstrel
     Skills: talented costumer, amateur sneak
Combat: Bastard Sword, Javelin
Good Movement: run, Bad Movement: climb

HELPER—Tiwlip's family friend
Name: Chandra (''Moon'')
Identity: juvenile female human
Physical: a collected look, wears rustic accoutrements
Attributes: Hardy, Tough, Uncouth, Wavering
Beliefs: Lawful Good, worships The Djinn
Personality: anxious
Voice: high, clear
Motivations
     ''I want to oppose a new acquaintance's plans.''
     ''I fear being separated from my father.''
Experience
     Class: Expert (Folklorist)
     Craft: Blacksmith
     Knowledge: Engineer
     Perform: Jester (Joke Tunic)
     Profession: Bookseller
     Skills: adept costumer, inept animal handler
Combat: Hatchet, Bola
Good Movement: run, Bad Movement: climb

ROYAL HEIR—prince of Danksia
Name: Tanganutura (''Bitter Tears'')
Identity: juvenile male córean
Physical: a piercing gaze, wears lower-class wardrobery
Attributes: Strong, Resolute, Foolish, Slow
Beliefs: Neutral Evil, worships The Wood Aspect
Personality: curious
Voice: low, breathy
Motivations
     ''I want to learn all about Technology.''
     ''I fear being alone.''
Experience
     Class: Aristocrat (Commander)
     Craft: Inventor
     Knowledge: Historian
     Perform: Chanter (Hymnal)
     Profession: Costumer
     Skills: adept diplomat, inexperienced sneak
Combat: Hatchet, Dart, sharp beak
Good Movement: run, Bad Movement: climb

ROYAL RULER—king of Danksia
Name: Truganini (''Grey Saltbrush'')
Identity: very old male córean
Physical: a thin frame, wears natural apparel
Attributes: Nimble, Resolute, Weak, Slow
Beliefs: Neutral Evil, worships The Wood Aspect
Personality: moody
Voice: even, guttural
Motivations
     ''I want to see justice served.''
     ''I fear suffering my childhood friend's wrath.''
Experience
     Class: Aristocrat (Noble)
     Craft: Inventor
     Knowledge: Planar Theorist
     Perform: Fiddler (Fiddle)
     Profession: Astronomer
     Skills: experienced investigator, inept acrobat
Combat: Sickle, Crossbow, sharp beak
Good Movement: run, Bad Movement: climb

LEGENDARY ITEM—Gear
Name: Perfect Chainmail
The ''Perfect Chainmail'' is a legendary Perfect, Wide Pirium Chainmail enchanted with Shadow Operative's magic.


FAR AWAY LAND—Tiwlip's destination
Name: Musical Artisan City
Location: Haunting Inviting city
Environment: Icy Gusty glacier
Prominent Places: catacombs, Geoglyph, Barrow, Delve
Leader: Pengana, governor
Demographics: Chaotic Good córeans
Prominent Professionals: Musical Artisan, Organist

HOME KINGDOM—the ruling capitol of Tiwlip's home
Name: Danksia
Location: Divine Overcrowded kingdom
Environment: Warm Dank cloud forest
Prominent Places: university, Tor, Pedestal, Well
Leader: Kala, ruler
Demographics: Lawful Evil córeans
Prominent Professionals: Inventor, Maid

OLD KINGDOM—the kingdom before Danksia
Name: Mildforth
Location: Serene Modern fort
Environment: Mild Hazy hewn underground
Prominent Places: academy, Shaft, Memorial, Trail
Leader: Nahuel, commander
Demographics: Neutral Good sirens
Prominent Professionals: Weaponsmith, Papermaker

Wednesday, July 4, 2018

:: FeyGen Prompt #1 ::

This is the first of hopefully many prompts randomly generated by my custom-built fairy tale generator, #FeyGen, which was born today in its 1.0 form. Please help me beta-test FeyGen by using this prompt to write your own story (using this blog as your guide for words you don't know), and let me know how it went!

Thanks!
Jay


FeyGen Prompt #1

This tale is about Agu, an old male ranai, whose name means ''Leopard''. Agu was distinguished by a piercing gaze and wore minimalistic clothing.
     ''I want to rule,'' Agu would say in his even, booming voice, ''but I fear being unfulfilled.'' Agu was Smart and Resolute, but could also be Weak and Fragile. He obeyed the law when it was convenient and may or may not have always done what he said. He helped others when it suited him and usually expected fair compensation.
     Agu was a skilled liar but a terrible appraiser. He practiced the Glassblower's craft, and had experience as a professional Orator. He was a studied Geographer. In combat, Agu preferred a sword or a sling.
     Agu came from the ranai village of Warm Village. Found in the marsh, Warm Village was both Haunting and Modern. The weather was usually Warm and Polluted and the folk there were Chaotic and Good. The messenger station was the first thing you'd see as you entered the village, but it was also known for its Agate Mine, Henge, and Promenade.
     
Once upon a time, in a little village in the marsh, there lived a Historian's son named Agu. Now, Agu was an aging ranai man with a piercing gaze and an uncontrollable demeanor.
     Dimas, Agu's brother, approached Agu and said ''Whatever you do, you must not disturb the Chainmails that are in the messenger station under any circumstances. If you do, things shall go very poorly for you.'' But Agu did not heed the warning, and when Dimas was not looking, he crept to the messenger station and touched the Chainmails. 
     At that time a little ranai lad with long legs hid nearby, eavesdropping on Agu. ''Hmm,'' muttered the ranai lad when he had seen and heard what he was waiting for, quite arrogant about the matter. And without a sound, the ranai lad crept away. 
Along came that ranai lad, now revealed as his true self, and banished Agu's father from the village. ''I am Dimas,'' the ranai lad said, ''and I intend to hide who I really am!''
     After these events, Agu encountered a little winslie lad with a frail physique and wearing traditional clothing. It was Agu's childhood friend, Mohana. ''You are banished from the village, Agu,'' he said. ''You must leave, now!'' And so, Agu took an available Rowboat and left, resolving to right the wrong that Dimas had done. 
     As Agu traveled through the marsh, he heard of a Excellent Centipede, which he resolved to take with him on his journey. To acquire it, however, Agu was compelled to take it by force. It was a ancient female Steel-colored Centipede with narrow shoulders. It had a low, thin voice, was Clever and dissatisfied, and was a studied Engineer. 
     ''Come Agu,'' said Tanganutura. ''We must get you to Wild City, and to do it I must help you follow these tracks.'' And that was precisely what they did.       
     At last, Agu brought back his father, Quirino, to Warm Village by means of seduction. 
     ''Come Agu,'' said Tanganutura. ''We must get you home to Warm Village, and to do it I must help you follow these tracks.'' And that was precisely what they did. 
     Meanwhile, Dimas plotted, and when the time was right, he unleashed his plans to tear down Agu's resolve. ''Agu thinks he's Resolute, does he?'' Dimas muttered to himself, watching Agu walk straight into his terrifying trap. ''In a moment, Agu will be no more...'' The trap took its toll, but Tanganutura intervened, lending yet greater resolve to Agu in this moment of need. 
     Something seemed amiss shortly before arriving at Warm Village; as it happened, a certain adult male ranai with a piercing gaze and wearing sophisticated dress appeared. It was Sergio, Agu's grandfather. ''What are you doing here?'' Agu asked. ''I am here to steal and replace something of yours, of course,'' Sergio replied. And that is precisely what he did. Then, Agu was banished. Agu acquired the power of the legendary Excellent Marid by discovering it in a fateful encounter. Agu encountered the villain, Sergio, and , finding him vulnerable, slew him outright. In the end, Agu was the victor. During the epic conflict, Shanti, the king,  physically marked Agu. At last, Agu discovered the replaced item. On the way, however, he was chased down by Sergio, who Agu After having finally arrived at home, Tanganutura disguised Agu as the apprentice of the king's Diplomat. 
     As Agu entered Warm Village, he saw that there was a great celebration, and at its center was a certain adult male ranai. It was Sergio, Agu's grandfather, who was about to claim Agu's reward in his place. 
     Shanti, the king, proposed a test of Cold dangers. Agu could not overcome those dangers, so Tanganutura intervened, overcoming all of those dangers in advance, before Agu even reached them. ''You have passed,'' said Shanti, the king. 
     And in their meeting with the  the king, Agu's new acquaintance revealed him for who he truly was: ''May it please  the king,'' Taktuq began, ''I present to you, my master, Agu.'' And  the king recognized him at last. 
     And when Agu was received with open arms, Sergio was dejected, and revealed himself for who he truly was. 
     It was at this moment that things began to take a turn for the better at last. For Tanganutura used magical means to transform Agu, realizing his true potential in appearance and power. 
     It was then that the villainous Dimas entered, submitting himself for judgment. The king reviewed his crimes, at last passing no judgement, but releasing him to the draconian people in disgrace. 
     Finally, Tanganutura presented herself. ''I am not your protégé,'' she admitted, removing her disguise. Beneath was not Tanganutura as Agu had thought, but the princess, Abhay. ''It was I that provided you with the Excellent Centipede, and watched over you on your journey. Now, Agu, if you will have me, I give myself to you as your wife.'' Agu was uncontrollable and approved. And so Agu and Abhay were betrothed, but before they could be married, a new threat reared its ugly face. For Ru, Agu's nephew, came and , saying: ''I plan to see justice served, and nothing will stop me!'' And so, a new adventure began...

Tuesday, March 20, 2018

:: Joaquim and the Marid's Lute ::

...or "The Frog Prince"

Once there was a ranai named Joaquim, whose name meant “Lifted by God.” Like his mother before him, he worshipped the marids, beautiful geniuses of the water planes that sometimes blessed mortals with their powers.
When he was young, Joaquim had fallen into a ravine, trapped where his mother could not reach him. Distraught, she invoked the marids on his behalf. Pulling a magical lute from her back, she plucked the strings in a serenade that ebbed and flowed like the waves. Presently, a marid emerged from within the bowl of the lute and asked:

Monday, November 13, 2017

:: Euzoria Mercantile—Magical Tools ::

Euzoria is the capital city of all humanity in Athanasia. The presence of magic there is ubiquitous, as countless mage academies produce generation after generation of brilliant arcane minds. All of this has led Euzoria down a path of magical revolution rather than a technological one.

Still in the iron age for the most part, magic now offers Euzoria modern conveniences in the form of prevalent magical tools: hammers that do the work of ten hammers with a single blow, ropes that coil themselves, a never-ending ball of yarn, and so on. Below are listed some of the common magical tools that might be found in human civilizations near and far across Athanasia.

Some items are based on existing Pathfinder items but have been renamed to avoid references that do not exist in Athanasia. Other items have been adapted to make more sense within the world of Athanasia.

Alarm Bell                                                                                     
Price: 50 gp
Developed by bored mages to make close observation of the guild entrance unnecessary, these enchanted silver bells proved more costly than they were worth. Now, they are used by those who wish to be alerted if a particular area is ever entered without their knowledge. Each small silver bell can be activated by touching it to an object or building and speaking aloud the activation word and a radius distance (up to 20 feet). Thereafter, any time a creature of tiny or larger size enters the area without the bell on their person, the bell will ring (so long as it is within 1 mile of the object or building at the time). After one use it becomes an ordinary silver bell. It can be re-enchanted by an enchanter with the Animate Object (Enhancement) Talent for 50 gp.

Bag & Tag Bola                                                                            
Price: 50 gp
This leather and wood bola is enchanted with negative energy. On a successful hit, the bola inflicts 1d4 points of damage. In addition, the target must make a DC 13 Fortitude save or be fatigued for 2 rounds. As Death magic is forbidden by the Wizard's Creed, these bolas are only crafted by experienced hedgemages or errant archmages, and are considered contraband in civilized areas. Law officials are more lenient if such items are only used for hunting purposes.

Comforting Comforter                                                                
Price: 1800 gp
Upon speaking the command word, anyone under this blanket becomes shielded from outside temperatures, permitting them to sleep as if under the effects of the Endure Elements spell. The blanket is large enough to cover 1 medium creature, up to 2 small creatures, or up to four tiny creatures (two at each end).

Diviner's Tent                                                                              
Price: 60 gp
This small dome-shaped tent is supported by three flexible rods and can be assembled in 20 minutes. Meditating inside the tent for 10 minutes permits you to divine neaby sources of magic (as per the Divination Sphere power). At the end of the 10 minutes, each source of magic appears on the inside of the tent as a glowing dot of a different color (one for each Sphere), and size (for the strength of that source's aura). Next to each dot appears a magical script indicating the distance to the detected magical source. After one use, this tent loses all magical properties and becomes an ordinary small tent. It can re-enchanted by an enchanter with the Divination Sphere for 50 gp.

Dueller's Cloakpin                                                                      
Price: 1500 gp
Operates as a Brooch of Shielding. Also protects against the Destructive Blast (Destruction) Sphere power, so long as the blast is unmodified by additional Talents.

Flint and Shale                                                                            
Price: 50 gp
The shale from this pair of stones has been enchanted with magical darkness. Striking the two stones together creates a 10-foot radius sphere of darkness centered on the flint component (as per the Darkness Sphere talent). This darkness lasts for 1 round and then dissipates. This process destroys the shale component of the set. A new piece of magically prepared shale can be purchased from an enchanter with the Darkness Sphere for 50 gp.

Hedgemage's Cloak                                                                    
Price: 2500 gp
Originally crafted by archmage instructors at the Wizard's Academy for classroom practice, these cloaks are known to "go missing" on graduation day and find their way into the free market where hedgemages and other delinquents make use of them for their own purposes. Analogous to a Cloak of the Hedge Wizard, the Hedgemage's Cloak comes in up to 20 varieties; one for each Sphere of magic. Each cloak grants the wearer the Sphere powers and two specific Talents from one Sphere, chosen upon the cloak's creation. The cloak does not grant the wearer spell points or the benefits of actually having any sphere of magic. Each Sphere Talent may be applied up to once per day (CL 1). Cloaks of Death and War are especially rare, and are forbidden by the Wizard's Creed.

Hedgemage's Hand                                                                     
Price: 900 gp
Operates as a Hand of the Mage. This simple amethyst hanging from a golden chain grants the wearer the use of the Telekinesis sphere power as if they had the Telekinesis Sphere. It does not grant spell points or any other benefits of having the Telekinesis Sphere.

Infinite Pincusion                                                                        
Price: 2000 gp
Operates per a Robe of Needles without using an item slot.

Infinite String                                                                              
Price: 2000 gp
Operates per a Robe of Infinite Twine without using an item slot.

Instant Campfire                                                                         
Price: 60 gp
This corked small clay pot is inscribed with runes around its mouth and filled with a gelatinous fuel similar to that in a stove can. Smashing the pot releases the gelatinous fuel over a square foot area. Upon exposure to air, it immediately ignites, dealing 1d3 points of damage per round to anything touching it. It will continue to burn for 2 and a half hours until extinguished. In addition, as long as you concentrate on the fire, it enlarges per the Affect Fire (Nature) Sphere power, covering a 2.5 foot area and dealing 1d6 points of damage per round to anything touching it. Once you cease concentrating, or if your concentration is broken, the fire reverts to its original size and continues to burn for the duration. Wood or other fuel added to the fire before it is extinguished burns as normal.

Keen Whetstone                                                                          
Price: 750 gp
Upon drawing this whetstone along the edge of a piercing or slashing weapon, arrowhead, crossbow bolt, or shuriken, the affected weapon becomes magically keen for the next hour, as per the Keen Edge spell. The whetstone afterwards becomes an ordinary whetstone. It can be re-enchanted for 750 gp by an enchanter with the Deadly Weapon (Enhancement) Talent.

Knucklebone Dice Set                                                                
Price: 4800 gp
Operates per a Robe of Bones without using an item slot. Carved from the knuckebones of an ogre, this identical pair of six-sided dice are decorated with images of a different undead creature on each face. When rolled, each six-sided die conjures the bones of a particular creature and assembles them into an undead form. The creature summoned corresponds to the image showing on the top of the die, after which the image of that creature vanishes from the die. If the face of the die that points up is blank, nothing happens. One or both dice may be rolled at a time.

Medic's Mess Kit                                                                        

Price: 50 gp
Each piece of this horn mess kit is inscribed with an identical small rune and is imbued with Life magic. When you feed a wounded creature any food or drink from this mess kit, that creature immediately gains 1 temporary hit point, as per the Invigorate (Life) Sphere power. Afterwards it becomes an ordinary mess kit. It can be re-enchanted by an enchanter with the Life Sphere for 50 gp.


Messenger's Boots                                                                      
Price: 1000 gp
Operates as a Quick Runner's Shirt, but uses the feet slot instead.

Oathkeeper Band                                                                       

Price: 1000 gp
Operates as a Phylactery of Faithfulness. There are eight varieties—Light, Dark, Air, Earth, Fire, Metal, Water, and Wood—one for each of the Eldrich Patrons available to Exemplars.


Pirium Manacles                                                                        
Price: 100 gp
These masterwork manacles are made of cold-forged pirium. They are not enchanted, but rely on the natural magic-draining properties of pirium to function. Not typically used unless a criminal is also a spellcaster, pirium manacles are the alternative to a wunderkind voluntarily wearing a pirium torc inside civilized areas. Guard captains might be issued a pair of pirium manacles, and several may be kept in guardhouses.

Pirium Torc                                                                                

Price: 100 gp
This finely-crafted torc is made of cold-forged pirium. It is not enchanted, but relies on the natural magic-draining properties of pirium to function. Wearing one is required of wunderkinder while inside most civilized communities. Guards of human communities, especially gate-house guards, may be issued a pirium torc explicitly for this purpose.

Phantasmagoria, Major                                                            

Price: 750 gp
This phantasmagoria functions like a Silent Phantasmagoria, except that it can capture sound, smell, and thermal information and include them in the illusion it casts when lit (as per the Major Image spell). The range for capturing and casting is a 30-foot cone. Unused reservoirs of oil for a Major Phantasmagoria can be purchased for 750 gp from an enchanter with the Illusion Sphere.

MAJOR PHANTASMAGORIA OIL: This reservior of magically prepared oil can be installed in a Major Phantasmagoria and burns for 1 hour. A spellcaster can also fabricate an illuison to capture inside the oil by casting Major Image or an equivalent spell. This functions like Silent Phantasmagoria Oil in all other respects.

Phantasmagoria, Minor                                                            
Price: 300 gp
This phantasmagoria functions like a Silent Phantasmagoria, except that it can capture some minor sounds (but not understandable speech) and include them in the illusion it casts when lit (as per the Minor Image spell). The range for capturing and casting is a 25-foot cone. Unused reservoirs of oil for a Minor Phantasmagoria can be purchased for 300 gp from an enchanter with the Illusion Sphere.

MINOR PHANTASMAGORIA OIL: This reservoir of magically prepared oil can be installed in a Minor Phantasmagoria and burns for 1 hour. A spellcaster can also fabricate an illuison to capture inside the oil by casting Minor Image or an equivalent spell. This functions like Silent Phantasmagoria Oil in all other respects.

Phantasmagoria, Silent                                                             
Price: 50 gp
This finely-crafted bullseye lantern has embossed images of ghostly people and animals swirling along its framework and contains a small reservoir of magically prepared oil that can burn for up to 1 hour. When activated, the phantasmagoria captures visual-only information from a 20-foot cone out in front of it with perfect accuracy, storing this information in the magical oil in its reservoir. It continues to do so for up to 1 hour or until deactivated. When the lantern is lit, it casts a visual illusion of the information stored in the reservoir in a 20-foot cone (as per the Silent Image spell). The illusion matches the light level of the captured information, raising darkness to the level of light captured. The illusion continues until the oil is spent, or until the flame inside is extinguished, at which point any remaining information is lost, and any remaining oil loses all magical properties. After capturing information but before lighting the lantern, the phantasmagoria's reservoir of magical oil can be removed and installed in another phantasmagoria, which can then be lit to cast the captured illusion. Actors have used this method to capture and sell their silent performances, which are later displayed for the public, accompanied by music. Unused reservoirs of oil for a Silent Phantasmagoria can be purchased for 50 gp from an enchanter with the Illusion Sphere.

SILENT PHANTASMAGORIA OIL: This reservoir of magically prepared oil can be installed in a Silent Phantasmagoria and burns for 1 hour. A spellcaster can also fabricate an illuison to capture inside the oil by casting Silent Image or an equivalent spell. The spellcaster must concentrate on the spell for as long as the illusion is intended to last. If the spellcaster's concentration is broken, or the spellcaster ceases concentrating, the illusion will cease at that point when cast by the phantasmagoria, no matter how much oil remains.

Polymorph Poncho                                                                    
Price: 750 gp
Pale imitations of a Skinchanger's Cloak, these coverings were developed to level the playing field between mages and rangers. This poncho has been woven with tufts of fur, chunks of chitin, downy feathers, and small bones. When the hood of the poncho is raised and drawn shut with the drawstring, it permits the wearer to shapeshift (per the Alteration Sphere power) into an incomplete animal form for 1 minute. After 15 uses, it becomes an ordinary poncho. It can be re-enchanted by an enchanter with the Alteration Sphere or 750 gp. Possible forms are as follows: Bat's Ears (Darkvision 60'), Eagle's Eyes (Low-light Vision), Lion's Claws (2 Claw attacks), Wolf's Teeth (1 Bite attack), Bull's Horns (1 Gore attack), Gorilla's Arms (2 Slam attacks), Crab's Claws (2 Pincer attacks).

Reanimation Bag                                                                       
Price: 50 gp
This burlap body bag has been loosely sewn along the edges and enchanted with necromantic magic. A dead body or a collection of bones (from a single medium-sized creature) can be placed in this bag as a full-round action. Then, as a standard action, you may shake the contents of the bag as if to waken the occupant. The creature inside the bag is immediately reanimated as per the Reanimate (Death) sphere power and may burst out of the bag as a movement action. The bag is destroyed in the process. As Death magic is forbidden by the Wizard's Creed, Reanimation Bags are only crafted by experienced hedgemages or errant archmages, and are considered contraband in civilized areas.

Repair Hammer                                                                        
Price: 50 gp
This simple ball-peen hammer has a steel head and a polished shaft. A rudimentary rune has been carved into the base of the handle. Upon lightly tapping an object with the hammer, the object gains 1d4 hit points as per the Repair (Creation) sphere power. If this would raise the object to more than half its hit points, it loses the broken condition as well. After one use, this hammer becomes an ordinary ball-peen hammer. It can be re-enchanted by an enchanter with the Creation Sphere for 50 gp.

Self-coiling Rope                                                                       
Price: 50 gp
This 50-foot rope has been enchanted to follow a simple command (as per the Animate Rope spell). After following this command, it becomes an ordinary length of rope. It can be re-enchanted by an enchanter with the Animate Object (Enhancement) Talent for 50 gp.

Self-embedding Piton                                                               
Price: 50 gp
This finely-crafted 6-inch steel spike has a ring on the end to which a rope can be tied. It has been enchanted with bludgeoning magic. If struck or thrown against a surface into which it could be hammered normally, it automatically embeds itself deep enough to keep a solid hold as if hammered in by a sledge. If a creature is struck by the piton as part of a melee or ranged attack, it deals 1d6 piercing damage and imbeds itself into the creature's body. It can threafter be removed with a movement action. At the GM's discretion, called shots might be made with a Self-embedding Piton for a variety of effects. For example, a called shot to a foot might constitute a ranged trip attempt (as with a bola), whereas a called shot to a hand could pin it to a wall or table depending on the circumstances. A Self-embedding Piton becomes an ordinary steel piton after use. It can be re-enchanted by an enchanter with the Destruction Sphere for 50 gp.

Skinchanger's Cloak                                                                 

Price: 3750 gp
Not a cloak in the traditional sense, this enchanted hide was harvested from an animal and magically enhanced using Strange Wisdom. When worn over the shoulders, it permits the wearer to assume the form of the animal from which it was harvested once per day as per the wild shape ability. Rangers who have access to the secrets of the Circle make their own Skinchanger Cloak and use it to join their Dendrite fellows on midnight hunts. The secret of crafting a Skinchanger's Cloak is jealously guarded by the Circle, along with all other Strange Wisdom. As such, these items cannot be crafted outside the Circle and can only be found (or stolen).


Spelunker's Vest                                                                        
Price: 3000 gp
Operates per a Corset of the Vishkanya.

Suggestion Wire                                                                        
Price: 65 gp
This 2-foot length of thin silver wire comes wrapped around a clay spool inscribed with a single rune. The wire may be wrapped around any stick or wooden dowel as a full-round action. Pointing this wire-wrapped wand at a creature within close range and speaking a suggestion aloud permits you to cast Suggestion on the target as per the Lesser Charm version of the Suggestion (Mind) Sphere power. Afterwards, the wire loses all magical properties and becomes ordinary silver wire. It can be re-enchanted by an enchanter with the Mind Sphere for 50 gp.

Teleport Bag                                                                              


Price: 50 gp
This pair of leather bags is waterproofed with pitch. Each pair is stamped with identical runes of a given color to make them easily distinguishable from other such bags. So long as one bag is empty and within Close range, the other can be filled with up to 4 cubic feet of adventuring gear and other supplies. Upon cinching the full bag shut, the contents are instantly teleported into the other bag per the Teleport Sphere power, after which both bags lose all magical properties and become ordinary waterproof bags. They can be re-enchanted by an enchanter with the Teleport Sphere for 50 gp.

Sunday, November 12, 2017

:: WRITING BLITZ—Random Items ::


This +4 Kama is made of cedar, which gives it a distinctive aroma, but also poses a problem when keeping any kind of edge to the blade. For this reason, it deals bludgeoning damage instead of slashing damage. On a critical hit, the kama charms the hit creature per the Suggestion greater charm Mind power (DC 25). If the recipient fails, the thought occurs to them—as if they had thought of it themselves—that they should sit and think about what they have done. At the next available opportunity (after combat ends, for example), the creature finds a suitable location to sit and think. The creature then remains in that location, dedicating their time to thinking for the next 20 hours. This consumes 2 of the kama's spell points. A creature that makes its saving throw cannot be affected by another suggestion from the kama for 24 hours.


This +3 chain shirt has been painstakingly crafted out of a massive lode of tiger's eye, each ring carved from the gemstone in such a way that it is already linked to the others nearby. Whenever the wearer of the chain shirt is struck by an attack, the chain shirt automatically creates a visual and tactile duplicate of the wearer in an adjacent square, under the control of the wearer. Those who touch the duplicate are convinced that it is a physical duplicate of the wearer, however, any creature that attacks, or is attacked by the duplicate may make a DC 25 Will save to disbelieve. The duplicate lasts for 20 minutes, or until dismissed by the wearer. Each duplicate created in this way consumes 1 of the chain shirt's spell points. A creature that makes its saving throw automatically disbelieves any future duplicates created by the chain shirt for the next 24 hours.


The wearer of this corset may strike a defensive pose as a standard action. Doing so expends one of the corset's spell points and creates a Totem of Stability which affects the wearer's allies within a 100 ft radius and lasts for 20 rounds. This area is also filled with a strong static charge that makes the hair of those inside stand on end. So long as the wearer of the corset remains within range of the Totem, she may strike an offensive pose as a standard action. Doing so expends one of the corset's spell points and allows her to make an Electric Blast melee touch attack or ranged touch attack within Close range. This attack deals 20d6 points of damage.


This small masterwork keelboat comes with its own roguish helmsman. The boat has four seats, each of which controls a single oar. As soon as each oar is attended by an oarsman, an extraplanar companion appears at the tiller and silently begins steering the ship with expert skill, even responding to typical sea-faring commands issued by the owner of the boat. It remains as long as at least one oar is attended. In addition, the Helmsman shares a telepathic Link with the owner while both are on the same plane of existence. Summoning the Helmsman consumes one of the keelboat's spell points. If the keelboat has no spell points remaining, the Helmsman will not appear.

The Helmsman is concealed by a long, hooded cloak, has the statistics of a CL 20 biped companion (Str 16, Dex 12, Con 13, Int 8, Wis 12, Cha 11, +10 Profession: Sailor, +7 Stealth), and can even aid the crew in combat, dealing 1d4+3 damage on a successful attack +3d6 sneak attack damage (when applicable). The Helmsman has no feats, and the following Rogue Talents: Assault Leader, Bleeding Attack*, Crippling Strike* (Adv), Distracting Attack*, Entanglement of Blades* (Adv), Hunter's Surprise (Adv), Knock-Out Blow* (Adv), and Slow Reactions.

*Talents marked with an asterisk add effects to the Helmsman's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.


This linden stave is embedded with a large tourmaline in its handle. As a standard action, the wielder can spend one of the stave's spell points to teleport a willing or unwilling touched creature into an Extradimensional Room of up to 200 cubic feet in size, arranged as the wielder wishes (DC 25 Will save). The space remains for 20 rounds. During this time, as a standard action, the wielder may Swap Places with the creature inside the Extradimensional Room. Likewise, the wielder may spend another spell point to teleport another willing or unwilling touched creature (DC 25 Will save). If both creatures fail their saves, the touched creature and the creature inside the Extradimensional Room then Swap Places.


This linen-bound book has been reinforced with iron and embellished with naturally-occurring geode. It contains the magical notes of Moema, a powerful halfling mage. Any mage who has studied Moema's Grimoire gains access the following options when gaining new spheres and talents: the War sphere, Totem of Stability, Commander, and Totem of Enemies.