Common Magical Items
This cloth is used to make masks that help breathing, especially during the storms. They are also used by Mist Walkers, who are determined to destroy the mist biters and clear the skies of the Wastes. Characters who use this cloth, even outsiders, do not have to make the Toughness checks.
Blue - Sky: +3 to Lifesight
Red - Fire: +3 to Fireblood
Green - Forest: +3 to Dominate Beast
Black - Shadow: +3 to Silent Walk
Clear - Spirit: +3 to Spirit Mount
Key Knowledge: The Name of the bow.
Effect: The bow's damage is now step 6.
Key Knowledge: The Name of the creator.
Effect: +1 to Missile Weapons.
Effect: Damage is raised to step 7 and gives a bonus of +2 to Missile Weapons.
Spell Defense: 15
This dagger looks dull, but is sharp enough to slice cleanly through flesh before it is felt, but only after a thread has been woven to it. Aseh created this dagger with no edge, it was meant to be a model for other daggers he planned to make for his sons and daughters, of which he had many (he was not sure they were all his, though he had six wives). Unfortunately, no one knows how many of these daggers he actually finished. His second son, Decran, killed him one night in his forge. Only his hand was recovered, the rest was presumed destroyed by fire. Decran himself was hanged for this crime and several others that only his father believed he was innocent of.
Base step 3 damage with no threads, but it cannot cut through anything.
Key Knowledge: The Name of the dagger.
Effect: Step 4 damage
Key Knowledge: How Aseh was killed and by whom.
Effect: Adds +1 to spell defense
Effect: Step 5 damage
Key Knowledge: Why Aseh created this dagger.
Effect: Provides protection from damage by fire
Deed: Retrieve the hand from the woman who stole it three weeks after the funeral rites.
Effect: Step 6 damage and the dagger can cut through anything non-magical.
This is a Pre-Scourge suit of Elven magical chainmail. It was worn by Agra Bravura, Dahu Akna, and Ston the Mad. All of these Name-Givers seemed to be invincible heroes. They were each responsible for maintaining the freedom of their people from various threats, including the Therans. This is one of the few Elven relics to be found in the Wastes. In most respects, this armor acts like the common magical chain armor. Base 8 armor rating, 6 mystic armor.
Key Knowledge: The name of this suit of armor
Effect: Armor rating of 9, no initiative penalty.
Effect: Armor rating of 10, mystic armor of 7
Key Knowledge: A brief history of Agra, Dahu, and Ston
Effect: Heroic Glow: The armor can be made to glow by exerting 1 strain. This adds the rank of the armor to the wearer's charisma step. Armor rating of 11.
Key Knowledge: The number of wearers this suit of armor has had (7)
Effect: Armor rating of 12, mystic armor of 8
Key Knowledge: The reason Ston went mad
Effect: Honorable Wilder: For two strain, the wearer can add the rank of the armor to their attack or damage step. This lasts for d4 rounds. Mystic armor of 9.
The Name-giver must plant a tree in their home town for each of the 7 wearers of this armor, as well as one for himself. He or she must maintain, or hire someone to do so, these trees until his death.
Effect: Silence: When the wearer shouts the Sperethiel word for silence during battle, while holding his arms wide open, his enemies can no longer hear any sounds for step 6 rounds.
These spheres are memory spheres created before the Scourge by talented magicians. It was created in an attempt to capture memories the way that Dragons store theirs in crystals. Shortly before the kaers of the Wastes were closed, the magicians succeeded. The Sphere cannot answer questions, but it can contain centuries of knowledge. The magicians stored their grimoires and the key knowledges for many items in this Sphere. There are 3 other spheres, one for each of the spellcasting disciplines, this one represents the Wizard discipline. (The others are named: Ablif, Phadri, and Emegah.) Once a thread has been woven to a Sphere, "memories" can be accessed. Before anything other than history can be recovered from the Sphere by an individual, he or she must pay 1000 legend points. If the thread is undone, this cost must be paid again. Spells can be copied from the Sphere using Read and Write Magic. The spells available in each Sphere are specific to the discipline which the Sphere represents.