Notable Items of the
Jade Company
In four and a half
centuries, the Jade Company has come across a variety of interesting relics
that have been kept and preserved; nothing is ever thrown away, for the Company
knows every trick and piece eventually has its use, if not today, but Tomorrow.
First Generation Badge: Worn only by the Captain, the Painter, Iron, Saga, and
Drake, these badges were the ones issued by Emerald to those of the Jade
Company serving at the time. They are
discs of worked and polished emerald bearing the scarlet circle and green and
silver eye in the center. A minor
cantrip allowed Emerald (or any other suitably skilled sorcerer, like Saga) to
locate the badges through concentration, a talent exploited often by the Old
Crew. The penetrating eye in the badge
also seems to glare at those who look upon it, emanating an unsettling
feeling. These badges are well-crafted
(intimidation) and decorative.
Second Generation Badge:
Greenstone replicas of the first
generation badges, the Captain had Saga create these badges to give to the
New Crew, worn by all those who joined the Jade Company after their destruction
at the Sea of Torment. Every new Company
brother wears this badge to show their allegiance and loyalty to the Company,
and Saga keyed the New Badges in the same way Emerald keyed the Old, enabling
him to locate the badges. He also worked
a cantrip into the eye of the badge, making it a minor version of the Old
Badge's fearful look; these badges are well-crafted (intimidation).
The Lieutenant's Knives:
Appearing from no where at the flick
of his wrist, these knives cost the Lieutenant the majority of his pay for a
few years, but he has never regretted the purchase. Incredibly sharp and well balanced not only
for throwing but melee as well, these four knives are never far from the
Lieutenant. They are balanced,
concealable, and sharp (x2).
Wrench's Crossbow: In his spare time, Wrench continually tinkers with a
variety of machines, and this crossbow is the result of several years worth of
research. Carrying an absurd number of
gears and a sighting scope, this heavy crossbow is accurate (x2) and ranged
(+50% range increment).
Saga's Blade: A silvery blade sprouting from a black leather wrapped
hilt and weighed with an uncut chunk of jade, this dagger is Saga's most
treasured relic, always at his side. A
parting gift from his master before dying to a demon summoned by a rival
sorcerer, Saga has had his life saved by this sorcerous weapon too many times
to count. Not only is it sharp and
accurate, but upon dealing damage to an enemy, the enemy takes 5d6 fire
damage. Caster level: 15th; 1 lb; Embed
Spell, Create Fire.
Blue Snake: Drake's namesake sword, this Nyeung Bao blade was crafted
several generations ago by Drake's own great grandfather, and its tsuba bears a
mark left behind by each of the wielders in the family. The hilt itself is wrapped in blue silk, and
the guard of black steel gives way to a shining curved steel blade with lines
of blue damascus forge folded in the temple of the Path of the Sword; its
beauty and edge can be appreciated by any warrior or artist. Blue Snake is sharp (x3), accurate, and
balanced.
Golden's Sword: This unnamed blade is wielded by the former aristocrat
Golden, a greatsword once used by his father, awarded the weapon after his
loyal service to the Lady's Empire in the North. With a hilt if red leather and gold symbols
of nobility and honor running along hilt and blade, it would seem the just and
proper blade for a shining knight. So
what the hell is Golden doing wielding it?
This greatsword is accurate, decorative, and sharp.
The Annals: Now kept by Mercy, this collection of some two hundred
and twenty five volumes dates back to the first emergence of the Jade Company
as a scouting force for the Black Company.
Surprisingly complete for the four and a half centuries of the Company's
existence, they have survived even the debacle at the Sea of Torment, defended
by the officer core of the Company almost as ferociously as the Lance and
Standard.
The Annalist may
perform a reading from the Annals to inspire members of the Company. This requires at least two hours and a
successful DC 25 Perform check. If
successful, the quality of all Jade Company units present for the reading is
considered one higher (to a maximum of veteran) on the following day, plus one
day for every 5 by which the check result exceeded the DC. See page 136 of BCCS for
information on unit quality. This check
can be performed once per week.
The Captain’s Spear: Crafted for the previous Captain of the Jade Company
by an old employer, this twelve foot long spear is made of dark oak topped by a
three foot broad steel blade that has edges and a point that can rip through
many a foe’s armor. Inheriting the
weapon upon his Captaincy, the Captain favors this weapon above all others,
preferring its reach and speed over his sword.
This spear is balanced (x2) and sharp (x2).
Jade Company Standard: Given to the Captain by the wizard Emerald, this green
field with scarlet circle and green & silver eye has been at the head of
the Jade Company for several years now, attached to the crosspiece of the
Lance. Prominently displayed, it is
well-crafted (x2) banner confers a +2 bonus to Command checks made within 30
feet of the banner.
The Lance of Passion: This Lance was given to the Jade Company upon its
formation, the same style Lance granted to each of the Free Companies of
Khatovar. They were given to the
Companies, even if only the priests of Kina attached to the Companies actually
understood their true value and significance.
The Jade Company only maintains its Lance as one of the few traditions
it maintains, such as the Annals. This
twelve foot long iron spear bears a crosspiece some three feet from the tip
where the Company’s Standard is suspended from.
Currently, Iron bears the standard at the head of the Jade Company.
This Lance is, like the others, a masterwork
longspear. When it strikes a
non-humanoid or First Magnitude or higher creature, the target is affected by a
poison and disease: The poison is injury; DC 33, initial and secondary damage
2d6 Con. The disease has an incubation
time of 1 hour, is Injury, DC 23, with initial and secondary damage of 1d6
Con. If the disease deals secondary
damage, the target must make a DC 18 Fort save or have one 1 point of Con
permanently destroyed. The Creation
method is unknown, and the “caster level” is 50, and the weight is 8 pounds.
Imsaridur the Iron
Necklace: Crafted in another realm of
the Glittering Stone, Imsaridur is a necklace of iron links coming to
support a blackened iron rectangle that has three hemispherical depressions;
one is blackened, as though by soot, another has spidery lines of frost within,
and the last is a glossy black, like polished ebony. This heavy necklace was forged by creatures
called dwarves in the realm known as Eldh, at the behest of a sorcerer
called the Pale King so that he could harness the power of the Great Stones. The necklace enabled him to channel the
entirety of the stones’ rune magic with little danger to himself.
Condition Effect
The
necklace is worn The
wearer is immune to the harmful side effects of the Stones
The
wearer gains Damage Reduction 15/--
The
wearer gains fire and cold resistance 15
The
wearer gains Spell Resistance 15
A Great Stone is inserted into
the appropriate slot. The
bonuses to Magic Use granted by the Great Stone are doubled.
Two Stones are put into the
appropriate slots The
wearer gains DR 20/--
The
wearer gains fire and cold resistance 20
The
wearer gains SR 20
Three Stones are put into the
appropriate slots The
wearer gains DR 30
The
wearer gains fire and cold resistance 30
The
wearer gains SR 30
The
bonuses to Magic Use granted by the Great Stone are tripled.
A Stone is placed into the
wrong slot. The
Stone immediately disappears, randomly teleported to some place in the
world. The bearer of Imsaridur
immediately suffers an effect (see below in the descriptions of the Stones).
Creation Method: Unknown.
Caster level: 50; 5 lbs.
The Great Stones: It is whispered among the rune-sorcerers of Eldh that
when the world was formed, three great stones were created to hold the primal
powers of the most powerful runes in creation, behind the world-rune,
Eldh. There was Khrondisar, the
stone of Fire, Sinfathisar, the stone of Twilight, and Gelthisar,
the stone of Frost. Each of these three
stones bore amazing power, granting their bearers nearly total command over the
elements bound within their rune’s namesake, from the simple act of conjuring
the rune’s most basic form, to summoning creatures of the element, and even, it
is whispered, apotheosis.
Physically, the stones are each small spherical or
ovaloid stones that each can be held comfortably in the palm of a grown man’s
hand. Inscribed on the face of the stone
is the rune of the stone. A nearly
visible aura of power surrounds each stone, and even no-talents can sense the
magic that is barely restrained by these primal runes given physical form.
Ø Khrondisar, the Stone of Fire
o
The Great Stone
of Fire greatly amplifies the bearer’s power over fire and light; if the bearer
is a mage, they gain a +20 bonus to any Magic Use checks to cast effects
involving Fire Talent and Light Talent.
o
The most basic
power of Khrondisar is to summon fire and light. With a mere thought, the stone glows,
illuminating up to a one hundred foot radius.
o
With more control
over the stone, Khrondisar can be coaxed to summon a blast of flames;
treat this as a fireball cast by a 50th level caster.
o
This stone bears
the power to summon beings of fire (treat as fire elementals) as though the elemental
swarm spell cast by a 20th level druid. The elementals disappear when slain or at the
end of the encounter.
o
One of the more
terrible powers of the stone, exploited by the Necromancer Dakkereth, is the power
to infect living beings with the power of Fire, transforming them into a khrondrim,
or “man of fire.” It can apply the khrondrim
template to any creature within twenty feet of the stone.
o
The greatest
magic of Khrondisar is the power to channel the raw power of Fire
through the mind, body, and spirit of the bearer, elevating them to the power
of a god through a ritual that completely annihilates the former creature in
their apotheosis through flames.
o
Keeping the Stone
of Fire near oneself is a dangerous undertaking. Unless the stone is kept in a box of iron
bearing magical protection against fire, the keeper of the stone (even if it is
not on their person) continually feels the sear of fire on their mind and are
often prone to being irritated and in foul temper; they take 2 points of Wisdom
and Charisma damage and 2d6 nonlethal damage for every day the stone is not so
locked away. In addition, the bearer of
the Stone suffers 2d6 nonlethal damage every time one of the powers of the
Stone is invoked.
o
If Khrondisar is
placed into the wrong slot of Imsaridur, the bearer instantly takes 10d6
fire damage, which is not in any way reduced by the fire resistance Imsaridur
offers.
Ø Sinfathisar, the Stone of Twilight
o
The Great Stone
of Twilight greatly amplifies a sorcerer’s power over the minds of others; any
spell effects cast to muck around with someone’s emotions (such as through the Beguile
and Fear talents) gain a +20 bonus to the Magic Use roll.
o
The most basic
power of Sinfathisar is to rob the place of light, summoning a darkness
that clings to the stone and extending up to a one hundred foot radius. All light is blanketed, and sounds are
muffled within the cloud.
o
The bearer of the
stone can also create a mind-numbing aura around themselves; he can make
himself seem invisible so long as he holds the stone and, through
maintained concentration, exhaust and even force creatures within a fifty foot
radius to eventually fall into enchanted slumber.
o
Sinfathisar can summon creatures that seem to be made from the
very fabric of the night sky to inhabit the earth (treat as air elementals) as
though the elemental swarm spell cast by a 20th level
druid. The elementals disappear when
slain or at the end of the encounter.
o
One of the rarest
powers seen invoked by the Stone of Twilight is the power to make broken things
whole. Any mundane object touched to the
stone is instantly repaired and made whole, and it can even restore broken
runes. Three times per day it can
completely remove any penalty-inducing magical effects and even bring someone
out of magical suspended animation or remove a curse afflicting them. It does not heal living beings, though.
o
The greatest
magic of Sinfathisar is to channel the essence of Twilight into the
bearer of the stone, making them as a god through a ritual that destroys the
essence of the creature and infuses them with the night sky as a Power.
o
Keeping the stone
of Twilight near oneself is a dangerous undertaking. Unless the stone is kept in a box of iron
bearing magical protection that wards the mind, the keeper of the stone (even
if it is not on their person) continually feels the press of the night sky’s
emptiness upon them and are prone to sometimes just suddenly staring off into
space; they take 2 points of Wisdom and Charisma damage and 2d6 nonlethal
damage for every day the stone is not so locked away. In addition, the bearer of the stone suffers
2d6 nonlethal damage every time a power of the Stone is invoked.
o
If Sinfathisar
is placed into the wrong slot of Imsaridur, the bearer instantly takes
3d6 Wisdom and Charisma damage, which is not in any way reduced by the
protection the necklace offers.
Ø Gelthisar, the Stone of Frost
o
Power over ice
and air are the hallmarks of the Great Stone of Frost; any spell effects cast
involving the Water Talent and/or Air Talent spells gain a +20
bonus to the Magic Use check.
o
The most basic
power of Gelthisar is to summon the cold and emanate the chill light of
a glacier’s heart. A mere thought allows
the stone to glow with a soft blue light, illuminating up to a thirty foot
radius. In addition, the area
illuminated has the temperature dropped by a ten degrees.
o
By exerting his
will over the stone, Gelthisar can be coaxed to summon a blast of cold,
resembling an ice storm as though cast by a 50th level
caster.
o
The Stone of
Frost can also be used to call forth beings of ice (treat as water elementals) as
though summoned through the elemental swarm spell cast by a 20th
level druid. The beings disappear when
slain or at the end of the encounter.
o
The stone bears
an aura that twists the weather and environment around it. If the stone is kept within the same general
one mile area for longer than one month, the weather within a one hundred mile
radius begins to noticeably dampen, chill, and finally freeze and erupt into a
full blown winter that lasts so long as Gelthisar remains in the
affected area, and for two months thereafter before reverting to the usual
weather of the area.
o
The greatest
magic of Gelthisar is to channel the magic of frost, water, and wind and
imbue the bearer of the stone, destroying their former self and making them as
a god to the power over winter.
o
Keeping the Stone
of Frost near oneself is a dangerous undertaking. Unless the stone is kept in a box of iron
bearing magical protection against cold magic, the keeper of the stone (even if
it is not on their person) continually feels the chill of winter winds cutting
through their mind and are in an unfeeling mood for much of the time; they take
2 points of Wisdom damage and 2 points of Charisma damage and 2d6 nonlethal
damage for every day the stone is not so locked away. In addition, the bearer of the stone suffers
2d6 nonlethal damage every time a power of the Stone is invoked.
o
If Gelthisar
is placed into the wrong slot of Imsaridur, the bearer instantly takes
10d6 cold damage, which is not in any way reduced by the cold resistance Imsaridur
offers.
Creation Method: Unknown
Caster Level: 50th; 1 lb.