Artifacts of Eloria
There are many nations in the west and there are many common and rare goods that can be found in only a few special locales. Many kingdoms guard the making of their treasures jealously and sometimes one has to wrest an item from the owner's grasp. Such is the world of Eloria.
        Iron Bolts- These are fashioned by the men of Ankh and are made from the Ironwood tree, found deep in the heart of Lorien. The Ankhmen trade dearly for the wood and the making is a closely kept secret within the halls of the Patriarch. The elves make a similar kind of arrow but rarely part with the shafts with outsiders. The ironwood tree does not rot, nor does it warp or bend in the weather. It is said the elves of Lorien taught the Ankhmen the making of the ironwood with select spells and complex magic, for no blade can pierce the ironwood and no fire can burn it.
    Each bolt adds +1 strike and +40 yards to the range. The bolts will not break against mortal enemies. 
    Cost: 1 dozen bolts for 150 silver
     Nagrim Wool- This fabric is woven from the great wooly sheep that roams the northern wild in the Nagrim Mountains. The fabric was first made by the people of Hyborea and has proven to be essential in surviving the winters of the northern clime. Weavers can be found in any of the three Northern Cities and in any of the many wandering nomadic villages wandering the mountains or the northern forests. Only cities sell the fabric and the price triples for outlanders.
    The wool retains warmth as well as the thickest furs and is naturally waterproof. Fire does 1/2 damage to the fabric and cold magic/breath does only 1/3 damage.         Cost: base is 30 silver per sq. yard. A finished tunic can be anywhere from 150 silver to 500, and breeches can be from 250 to 900. Underwear is a mere 10 silver, for these people have great reserves of pity. However, the underwear is a little itchy.
    Troll Horns- The people of Nas Tirith and Hyborea have fought trolls since their respective peoples migrated to the northern lands. Traditional heroes have often been sung using a troll horn to blow a great trumpet blast for charges or to drink from during a great feast. As a trumpet, the horn has a 1 mile radius as a LOUD NOISE and can be faintly heard over 5 miles away. Cost- No one sells a troll horn because it was hard enough to to one in the first place (you have to take it from a troll). Many Troll Horns are handed down from father to son and a few are found in the ruins of the ancient North Kingdom (but you have to ask, if something killed a troll, do I want to find what did?).
   Andoran Bows- The Dark Elves of the Andoran Forests make these phenomenal weapons from the Winter Yew, with excellent craftsmanship and powerful magic. All are darkly varnished with soldered runes and symbols. All are superior to any other make, being waterproof and impervious to normal fires. Time only seems to strengthen these remarkable weapons.
           Short Bows- +40 yards range, +2 damage, PS requirement of 10
           Long Bows- +70 yards range, +1d6 damage, PS requirement of 14
           War Bows- +60 yards range, +5 damage, PS requirement of 13
   Cost- The Dark Elves do not willingly sell or give up their weapons. Only dark elves of worth and power are able to acquire these weapons.
   Kehman Bone Knives- The men of Kehman fashion these traditional weapons from the spine of sea serpents that inhabit the Inner Sea. They make war knives and slim, deadly throwing knives. The knives are as sharp as their steel counterparts, nearly as strong and a good deal lighter. The knives are impervious to mortal fires and some ancient knives are said to be able to steal someone's soul, but these are from a time when Khand still ruled Kehman.
     War Knives do 1d8 damage and more akin to short swords.
     Throwing Knives do 1d4 damage but are +1 strike. Frequently, the throwing knives are coated with poison.
    Cost: 400 silver for War Knives, 100 silver per Throwing Knife
   Dansig Masks- The kingdom of Dansig is well known for its warrior poets/actors and these masks are traditional garb at festivals, carnivals and dignitary functions. Many warriors wear masks to battle to instill fear in their enemies and some of the ancient masks are imbued with fear and death magic. Some masks are rumored to wield elemental magic and others are said to have healed their owners of mortal wounds.
    The average mask today has and AR 10 SDC 30 and imbues the wearer with fire resistance, 1/2 damage. Common masks have AR 9 SDC 20.
    Cost: 1000 silver for a minor mask. 50 silver for a common mask. Some masks can command hundreds of thousands of crowns for their peculiar abilities.
   Stormwatch Marbles- These multicolored glass balls started out as a joke among the Stormwatch Wizards but time has made them an invaluable weapon in the wizards' arsenal. There are many kinds of marbles, some are fiery grenades, some poison gas while others are just flash bombs, for a timely entrance or exit. Woe to the man who stands in the way of a Stormwatch Wizard while they are searching for their marbles.
    Smoke- 1d4x10 foot readius on impact of a thick fog, of any color, but most pick white. Everyone in the smoke is -5 strike/parry/dodge and it is hard to breathe.  Cost- 50 silver
    Poison- A slight variation of the smoke yields a noxious cloud of gas, with a 10 or 20 foot readius on impact that causes 1d6 damage per melee caught in the cloud. More deadly marbles can cause as much as 4d6 damage. Victims can save vs. Non Lethal poison to recieve 1/2 damage.  Cost: 100 silver for minor, 300 for 2d6, 500 for 3d6 and 1000 for 4d6.
    Fire- This marble causes a fiery explosion in a 5 foot radius upon impact that inflicts 1d8 damage. Wizards usually keep these away from other marbles as the poison gas is flammable and accidents have occured.  Cost: 250 silver
   Flash- This causes a remarkable flash, blinding anyone who looks at it for 1 melee and victims are -6 strike/parry/dodge for 1d4 melees. Minor flash marbles cause a bright light but do not blind the average human on a clear day. Many bards and musicians use the minor flash marbles as part of their acts.  Cost: 50 silver for Flash, 5 silver for Minor Flash
    Availabilty: The only way to acquire the marbles is upon the black market. Stormwatch Wizards are issued several of these marbles from the Storm Tower but many wizards give out the minor flash marbles to children.
  Storm Helms of Valyria- These ancient helms were made when Valyria still ruled the Midlands and dominated the West. The Valyrian Centurions wore them to battle, which denoted their position of leadership and prestige. The Storm Helms are meant to be worn with chain mails and plate/chain armors. There were a few unique Storm Helms that commanded odd and strange abilities, but the following abilities were common to many artifacts from this time; Impervious to rust, hard to dent (1/10th damage from normal attacks, anything below 1 point of damage is negligible), SDC 200 and a Helm AR of 15 and Weather Sensing 60% (surrounding area).
    Only the Valyrian Mage Smiths can repair these wondrous helms, but they are long since dust or fled to the east. The Stormwatch or another talented wizard may be able to repair one, but it is not guarenteed they will give it back.
     Cost:  10,000 silver is not outrageous for a common helm, but special helms can command 100 times this amount.
  Northern Runes- Made of bone, iron, copper and just about anything else that is durable and holds magic sigils. These sets are used commonly for divination of weather, battles, fortune, doom or just about anything else the user can put thier mind on. The Hyboreans use them to teach their children letters and the kings of Nas Tirith have long employed a Rune Wizard at court. All runes are different, but some are said to be able to call upon the dead or aid in the spells of a wizard. Legend tells of many rune sets. Some allowed the caster to control the weather, fashion magical weapons, call upon the gods, command demons or any number of fantastic feats. Some legends tell of runes able to melt snow or color water red. Even some of the tribes of the Dar-Etan Plains use them to forecast if a hunt will be favorable. It has even made something of a fad in the cities of Ankh, for the wealthy and obsessed will try just about anything.
   Cost: a regular set can range from 20 silver to beyond. Jeweled runes can cost several thousand depending on the cut and manufacturer. Specialized rune sets with set magical abilities can command ungodly prices.
  Palantir- These ancient orbs were old when Valyria ruled and were brought by the First Men when they invaded the west. These crystal orbs have caused wars over just the possession of one. They are translucent orbs of mystic power, able to communicate with other palantir, divine the future or spy out distant lands and ocean floors. Only the most powerful and knowledgable of sorcerers can utilize all the powers of the palantir. Only one is rumored to still exist in the west, and that is either in Ankh or the lands of Lorien, but neither ruler of these nations will acknowledge it. When the North Kingdom of Andor fell to the Demon Asrail, it is said a palantir was taken by the demon from the King's Tower. Only sorcerers and students of history make note of the palantirs, since their day is believed to be long past.
    Abilities- Divination 80%+3% per level of the user
                 Scrying 60%+5% per level of the user
                 Communication w/ Specific Palantir 75%+5% per level of the user
                 Atmospheric Manipulation 50%+3% per level of the user
                
  Storm Spires- When the First Men came to the Dragon Sea in the First Age, they erected great towers said to calm the tempestuous storms from the ocean. Deep in these towers were crystal spires 10 feet high, rooted into the ground, surrounded by pools of water from the Spring of Aidan and lit with a magical fire. This was done to represent all the elements and control the raging spirits in the weather. There are no known Storm Spires today, but most scholars agree they were used to call up portals to far lands and even different worlds. Most believe that the weather effect was a happy coincidence but the real goal was a route back to the Undying Lands of the West. When the Wars of the North erupted, many of these towers were felled and some spires taken back to Andor, while others were just destroyed. Still, some were hidden in the land and may be found by the intrepid adventurer. Where they lead is anyone's guess.
   Fire Sabers- These legendary swords were used by the first emperors of Khand to subdue their neighbors. They were said to burn with celestial fire, a gift from the Burning God, able to ignite any substance, even stone. So were the great fortresses felled to their awesome might and many peoples were slewn on their burning edge. After the second dynasty came to power, there is no mention of the sabers or where they might have gone. Some claim one or two burn at the bottom of the Inner Sea, which is why the sea is so warm in the south. Others claim all of them were carried back east, from whence they came to aid in the holy wars. There were only three fire sabers in all of Khandish song and poetry.
  Mage Gems- When the First Men came to Eloria, their wizards and seers would often harness great amounts of magic within lustrous jewels and stones. They would imbue the gem with strange powers nad someteims even stranger personalities. There are rubies that can call forth pillars of flame and sapphires that summon blizzards. There are emeralds that control vegetation and balck diamonds that can call forth fell creatures and enslave the undead. The powers of many gems vary according to size, type and cut, but many gems can imbue powers to weapons, armor, staves, wands and even buildings and ships.
    The making of Mage Gems was lost when Ankh was destroyed the first time.
  Amulet of Char- These stone pendants are worn by powerful goblin shamans to help in their skills. Shamans construct their personal amulets when they reach their power and serves as a symbol of their adulthood. The pendant adds a +10% Medical to whoever wears the pendant. Once per moon cycle (every 28 days), the pendant can instantaneously heal 1d4 hit points of damage. This is painful healing, since it is calling forth the magic of Char (goblin god of fire and life), wracking the recipients body with cramps, burning fevers and chills at the same time. Thus, for 1d10 melees, the recipient is -3 strike/parry/dodge, has only 1 attack per melee and is -2 damage.
     The pendant is 5"-8" in daimater, made of black granite or volcanic glass, bears a hole at the top to loop a necklace through and bears an engraved sun.
      Cost: Black markets sell the religious artifact for 500 silver
  Bracelets of Jade- These magical bracelets and armlets generate a protective aura around the bearer. The sets were originally manufactured by Khandish Dwarves during the third dynasty's reign of terror for the noble houses. The jade set is covered entirely with etched magic sigils and the stone does not wear naturally. The magic works only when the full set is utilized, affording the wearer with a mystical AR of 8-14, depending on the type found. Any strike to hit that fails to overcome the AR bounces harmlessly off the aura. This AR is affected before any other armor is, even if the armor has a higher AR (such as Plate/Chain). Khandish nobility and diplomats would often wear these on trips or during court, for who knows if there is a dagger among the shadows.
     Cost: Rarely is this item for sale, but on the rare times it is, they have cost 15,000-70,000 silver depending on the AR. Higher ARs often have chains connecting the armlet and bracelet.
  Band of Cyvahr- A bronze headband ornamented with hematite and ruby shards. This magical band was worn by the Kings of the North before Nathan fell to the demon Asrail. The band will accept any wearer who is 5'6" to 6'6". The band confers the following bonuses to the wearer; +10 hit points, +3 vs. magic/poison, reduces critical hit by 1 (ie., 18-20 critical is now 17-20 for the wearer) and enhances all WPs known by +1 level. The band is nigh indestructible and has a rough IQ of 8. The band was named afer the warrior god Cyvahr, of the Elder Gods. It is said Cyvahr personally forged it as a gift to the Kings of the North, who were tireless witnesses of the bloody god. This was the traditional crown for the Kings of the North when on the field of battle.
Unique Artifacts of Eloria
  Wands of Ithniar- The wizard Ithniar forged eight rods/wands during his imprisonment in Ankh; he was sleeping a monster hangover in the dungeons. The stories tell of the wizard milking off the King's Dungeon as free room and board, even going so far as to have his mail forwarded to the palace dungeons. During several drunken binges, the mage ended up creating a different wand. There are seven wands/rods since he kept the last and final one. All the rods were spread across the world to keep the combined magic from becoming unstable and tearing a hole in the space time continuum. After the last horde of faerie imps ravaged the palace, the King knew better than to allow them to remain in the same place.
     1.  Wand of Sleep- cast Cloud of Slumber, 3x daily, 6th level, Spell Strength 14, 2' length, made of Yew wood
     2.  Wand of Power- cast Hypnotic Suggestion, 4x daily, saving throw 14, 2' length, made of black oak
     3.  Wand of Smoke- cast Cloud of Smoke, 10x daily, 6th level, 2'6" length, made of willow
     4.  Rod of Energy- fire 2d6+3 energy bolt, +3 strike, 8x daily, 3' length, 1d8 damage, made of bronze
     5.  Rod of Fire- fire 3d6 fire bolt, +3 strike, 5x daily, 3' length, 1d8 damage, made of copper
     6.  Rod of Lightning- fire 4d6 lightning bolt, +1 strike, 5x daily, 3' length, 1d8 damage, made of steel
     7.  Wand of Death- cast Animate/Control Dead, 6th level, 1' length and made of ironwood (will not break, 1d6 damage as a stick).
  Monocle of Perseph- These crystal chips are manufactured in Khand for nobility and well to do merchants. They come with 1 to 3 abilities, depending on the price. All abilities only work when one is actively looking through the monocle.
      See Invisible- works for ghosts, demons, wizards, etc. 1500 silver
      See Illusions- instantly destroys illusions (must be psionic or magical), but all illusions recieve a saving throw (vs. 13).  14,000 silver
      Thermal Imaging- this is the ability to see into the infrared spectrum, making those prowling thieves in the dark easy to spot. This ability is dependant on conditions (worthless in the deserts at noon, eg.)  7,000 silver
    Cost: Adding all three abilities into one will mean 24,500 silver
  Leather Capes- made of cunning tailoring with multiple pockets (1d4+3) and using multiple layers of specially treated leathers and hides, the leather cape is a specialty of the elves of Lorian and the Men of Kehman. The cape affords the wearer with an AR 9 SDC 20 and weighs only 8 lbs.
     Cost: 10-15 gold

Studded Leather Cap- Crafted with ironwood slats and specially treated leathers, this cap provides higher to protection to any light armor it is worn with. Only the elves of Lorian manufacture this specific kind of helm, which fits snugly and usually bears studs and a camail (throat protector). Adds +1 AR to any light armor and wieghs a mere 4 lbs.
    Cost: 5-10 gold, but for outsiders the price jumps 150%
  Sword of the North- Wielded by the Kings of Andor in war and peace, this artifact was found by Queen Aeronlyr in the dragon horde of Coromdor and was lost by Nathan IX to the demon Asrail. Asrail is said to have cast it to the Northern Wastes after failing to break the blade. The sword measured 5' long and claimed many magical powers. It is said the Elder God Arutha forged this sowrd on his own anvil but the blade was stolen by the Dragon King, Coromdor. Arutha blessed Queen Aeronlyr and blessed her sons, for their pledge to protect the followers of the Elder Gods.
    The blade appears to be made of steel, with a silver hilt and a white gold crossbar. The handle has a gripped mold and upon the bottom is a sculpted Dire Wolf's head in mid snarl. There is only one mar upon the weapon, on the crossguard from Asrail's talons.
     Abilities- 3d8 damage, +3 strike/parry, cast 9 spells per day at 9th level proficieny (Spell Strength 15); Circle of Cold, Hail, Call Lightning, Wall of Ice and Atmospheric Manipulation.
     It is unknown where the sword is now, but it is blessed by the Elder Gods. It did not break nor was it ever marred in battle save by the demon Asrail before the walls of Andor. It is said Nathan doubted the will of the gods before the walls so it was his weak faith that stained the sword.
  The Ring of the North- This was also lost when Andor fell to the demon Asrail. The ring served as the signet ring for the line of Nathan Ironheart. Inscribed is the figure of a running dire wolf.
    Size 13 ring, platinum/white gold, will not melt and is always cold, reminding the bearer of the winter to come.
    Abilities- Bearer recieves the following abilities and bonuses.
  Spear of Sephra-  The burning spear of Sephra was lost long ago when teh Elder Gods fought the Angel and the Dragon to bar them from the gates of Heaven. Some claim it was thrown into the sky by Cyvahr because he could not wield it and others say Arutha buried it in the muddy soil of the Inner Sea. The latter might explain the warm waters.
       9' length and made of pure silver from head to haft with copper wired grips and three inset rubies in the haft, shaft and head. The spear can be used 1 handed without the inherent bonuses to strike/parry.
       Abilities- 2d6 damage, +2 strike/parry, Cast Fire Magic- 12 spells per day, 12th level, Spell Strength 15; Blinding Flash, Fireball, Wall of Fire, Circle of Flame, Flamelick, Cloud of Ash and Firestorm (new spell).
      Aura of Flame- on command the spear can flame with a holy fire, adding +2d6 damage to any strike (but is +6d6 to undead/devils/demons). The fire does not harm the bearer with the permission of Sephra.
-Band of Cyvahr
-Valyrian Storm Helm
-Northern Rune Stones
-Hyborean Troll Horn
-Leather cap of Lorian
Bracers of Archery- These specially crafted bracers help archers protect their hands and forearms from the snap of bowstrings. These employ an archer's glove, leaving the last three fingers of the hand bare, and a bracer. The Lorian variety, Bracers of Archery, affords the bearer with +1 damage on all shots made with either the longbow or shortbow. Most bracers weigh 2-3 lbs and cost 40 silver.
     Cost: 25 gold for Bracers of Archery
Bracers of Wizardry- These forearm protectors can take a variety of forms and functions, but most only have one ability. Most are made of leather but some are carved from stone or worked in metal. Bracers range across the markets of the West at odd times but the only real, stabile manufacturer are the elves of Lorian.
     Common Bracer Abilities- roll once for random effects
         - +1 Spell Level Effects      - +1d8x5% Spell Range          - +5d6% Spell Duration
         - +1 Spell Strength             - +1 Spell Per Day                 - Fire Resistance (1/2 damage)
         - Poison Resistance (+3)    - Cold Resisance (1/2 damage)
         - Special Effects can be imbued into certain bracers to be renewable (+1d8x100% to cost) or non-renewable, such as spells or unique abilities.
     Cost- The elves have been known to part with bracers for 200 gold, but other markets in the west may demand up to 10 times for these rare items.
Detect Noise 20' radius 90%, 40' radius 40%, impossible to catch off guard (only a 10% chance to catch unawares), Identify Foods/spices/plants 50%, Sensitive to Minor Temperature Changes 60%, Identify Odor 20' radius or downwind humanoid 80%, animal 60%, Track- fresh trail (3 hours) 80%, 1 day 60%, 1+days 20%, Sense of Direction 90% and +2 damage.
      Resist Cold- 30 melees, 3x daily
      Heal Self- 3d6 hit points instantly, 2x daily
      Familiar Link Dire Wolf- both recieve 2d6 hit points and the link functions like the Wizard Familiar Link Spell
   Constant Spirit of the Wolf- 10' nightvision, 50% chance See Invisible,