Showing posts with label Magic Item. Show all posts
Showing posts with label Magic Item. Show all posts

Monday, October 19, 2026

Magic Staff: Saint Aldrin's Crook

 

Via Heromachine
Saint Aldrin’s Crook

Body: Rose wood

Core: Holy water

Binding: silver rods inserted

Runes: Necromantic

Odd Feature: signs of resistance, force etchings

Cosmetic effect: Always looks pristine and polished

Length: 70 inches

Rosewood: Attacks from undead or other sources of negative energy deal half damage to the bearer and saves against such sources are at +1d

Holy water: Staff may be used to consecrate area around itself by planting it into the ground and praying over it. No undead of 5hd or less may approach. Undead of greater than 5HD must make a DC 20 Morale Check

Silver: when wielded as a melee weapon against undead and creatures effected by silver damage is at +2d

Necromantic runes: disruptive to undead, may make a ranged attack up to 90’ that deals 2d5 to undead

70 inches: Staff always detects as lawful, higher planar creatures see the bearer as ally (law) or enemy (chaotic)



    
The man who would later go on to become “Saint Aldrin” started his life as a shepherd. He lived simply in a small village with her herd and his family. Unfortunately this came to an abrupt end when a vampire count and his undead hoard swept through the village, consuming and slaying his friends, family, and neighbors to the last. He alone escaped being slain when a lone adventurer in the village, a silvered knight dedicated to the temple gave his life for Aldrin’s. This event seeded the rest of his life, Aldrin dedicated himself to the same temple and grew to not hate the undead but pity them, recognizing that they are cursed and wretched things, denied the gift of a proper end. In his adult life Aldrin grew into a holy man who would lead many crusades against powerful undead who had grown their armies a little too large and claimed a little too much. His death came naturally, he died old and in his own bed, surrounded by holy men, crusaders, and friends he had made in life. When he was laid to rest in a tome it is said that the heavens themselves watched over him.

Tuesday, June 2, 2026

Magic Items: 5 potions

     You know what I love about DCC? Magic items. The rules give scarcely little information about them in the games. They encourage you to give them a story, to make each one unique in it's own way. No sword is "a +1 sword". You know the rest. I talked a little bit about Scrolls not too long ago and how those should also be unique, which the book gives us a great start for. The other "common" disposable magic item is a potion. I think those should be just as unique and storied! Maybe not as much as say, a sword or a wizard's staff, but certainly some kind of history. So in the spirit of that, I've been playing with potion tables and rolled up 5 potions with little stories, descriptions, and in some cases, side effects, to make them feel a little more special when someone finds them.

 

5 Potions 

Tuesday, May 5, 2026

Magic Scrolls

     The DCCRPG presents a list of unique scroll traits (p. 374). The prior page gives us some things that I really like too, the contents of a scroll table and the casting mechanism. These are important to the game for sure but I think how the scroll looks and the form it takes is also important. Flavor is free and can be added to tell a story about the creator of the scroll or the item's history. I think the Unique traits is an excellent start and would really like to see more to it. So here we are, I have made a short table to roll on and add more detail to a magical item which, by the game's own admission, is a little hard to come by. 

 

Scroll Appearance 

Wednesday, April 15, 2026

Magic Weapon: The Executioner's Sidearm

 

+1 Lawful Silver Wheelock Pistol

7 intelligence, communicates by urges
Made to Punish Murderers
Bane of Demons: on hit, fortitude save, DC 15 or die permanently
 
Omen: gun is inexplicably heavy, when dropped everything within 30' shakes harmlessly
 
Attunement: Slay a proven and wanted criminal
 
Silver: -1d damage, +2d damage against creatures vulnerable to silver and it's bane, even as a ranged attack.
 
The executioner's sidearm didn't start as a magical weapon. It was a ceremonial piece commissioned as a means of execution. Placed to the back of a murderer's head and the trigger pulled. Over the decades one of the executioners who carried it noted that it seemed to be growing heavier, perhaps the weight of the countless souls it had taken from the world. Even so, it spent more than a hundred years in service as an executioner's tool.
    The sidearm gained its infamy when a summoning in a now long gone human city went wrong and demons poured through the streets of the city. The executioner stood alone against several of the creatures with only his ax and this ceremonial weapon. Even after his ax broke against their hides he continued to fight. The exact moment the weapon gained it's otherworldly power is unknown, all that is recounted from it's origin is that none of the demons killed in front of the executioner's home found their way back to the abyss. From there, the pistol continued to be used as a ceremonial tool of execution until the fall of the human empire, where it disappeared into a private collection, then moved hands as the world picked itself back up with much of the human presence gone.

Monday, February 23, 2026

Magic sword: The Retort

 
The Retort was forged with clear intended purpose. The Elven weapon master who built it poured his people's disdain for self important eternal creatures who think they are clever. Other immortals who play at being clever by playing games of riddles with many answers, ego stroking mind games and gotcha contracts. Elves believe that these things do not make an immortal clever but make all immortals look petty and foolish. So in an act of extreme pettiness The Retort was made as an answer to all these other immortals, an answer to all their games, riddles, and contracts. It served well in the hands of the elven people for millennia, where it was drawn, games ended, and contracts burned. Eventually the sword was lost when a mortal with their own agenda attacked the elven people.
    The Sword then became the subject of many elven campaigns against the human kingdoms. As these wars went on, the world changed around the elves, Dragons went into hiding, Demons stopped bothering with the mortals, Sphinxes dwindled into numbers they couldn't recover from, and wizardry became fringe hobby and seen as madness. When The Retort finally found its way back into elven hands they deemed they no longer needed it and laid it to rest in a place of honor, a grave similar to that of an elven hero, where it remained until it was stolen, its status only discovered when the seals on the tomb were broken to answer a resurgence in self important immortals. 

 

The Retort
 +5 Elven Chitin Neutral Long sword
16 intelligence, communicates through telepathy and speech
 
4 Banes:
  • Demons: +1 damage
  • Dragons: Beacon of Hope, Berserker fury 
  • Sphinxes: Banishment
  • Wizards: Death Dealer
  • Elves: Berserker fury 
Special purposes: 
Forged to take no sides and seek the void.
 
Powers: 
  • Type I: Detect traps 40'
  • Type II: Flame tongue 
  • Type II: Whirlwind attack
  • Type III: Spell Healer 
Omen:  
Weapon sometimes appears as a non-magical short sword or dagger, when attuned can be changed at will 
 
Attunement:
Wielder must refrain from making any noise for 1d6 days
 
Beast Chitin:
Critical range increased by +1
 
Elven:
Wielder may use strength or agility for to-hit and damage rolls 

Sunday, December 7, 2025

Sunday Special: The d4 Caltrops list (part 1: Jewelry in a dragon's hoard)

     Recently another blogger who's content I love laid down the gauntlet by sending me a challenge, roll on the table found on d4 Caltrops blog and making a post about whatever I rolled. So here we are, posting on a sunday instead of the usual Tuesday and Thursday because of Buster over on 19 Sided Die! That mad lad is making this a challenge to do all 100 topics. I might follow suit as an occasional Sunday special as a way to keep the energy from the weekly Saturday night game.

 

Rolled d100: Result 10

Describe Expensive Jewelry one might find in a dragon's hoard

     

     In Hodas the dragons have been sleeping for an exceptionally long time. The dragons ruled the world unchallenged for thousands of years. They enslaved the "lesser" races such as humans, giants, minotaur, and featherfolk. Only the mountainborn remained free, pockets of resistance that were too remote for the dragons to care about. Likewise, the Furies were not in the world yet, they had yet to look down from their sky citadels in curiosity. The kobolds had not come to the surface world yet.

    To keep the story brief, Humans lead a rebellion against the dragons by organizing the giants and striking back. With nearly 90% of their numbers wiped out the dragons decided it would be better to retreat and simply wait for the rebellion to burn itself down in a few thousand years. This post isn't about that rebellion or how humans rose and fell after that. Its about the dragons!

    Naturally as a result of this disappearance thousands of years ago if one can even find one of the few remaining dragons or their hoard you're no doubt going to find items older than the oldest living man, possibly older than the living memory of dwarves. These are art pieces that are unbelievably ancient, some of them showing signs of craft long lost to history. 

 

 Irizoxas' Gift
This locket is made of rose colored gold and set with a turquoise stone on the front. the clasp is still functional. inside are a pair of preserved lifelike sketches of human women. 

GP Value: 1500

This locket belongs to Irizoxas The Moon Gaze, a Dragon who, during the days of their kind's rule always had his eyes skyward at night, watching the 4 moons of Hodas. Believing that they could reveal the future in their dance across the night sky. Irizoxas was not present when the rebellions began, perhaps he had advanced warning.
The locket itself is extremely intricate, the carving on the gold are of such fine detail one must have extremely sharp eyes or a magnifying glass to see the finest of details. The piece of turquoise almost seems out of place here, a simple hunk of polished stone set into the face of the locket is the key to opening it, by depressing it the latch on the inside is released.
Wearing this locket causes the wearer to roll at +1d when attempting to use non-magical means to calm other humanoids. 
If Irizoxas is not dead then he is aware of the missing locket from his horde and will hunt for the thief and the current bearer until he is made whole. The subjects of the sketches are his two favorite servants, who he showered with gifts and treated as pets.

 

The Grand Rings
This is a gold bracelet set with alternating stones of spinel and Jade clearly made by dwarven hands.

GP value: 800

This bracelet lays in the horde of Thriinathavochan The Grand. A dragon who ruled among the highest counsels of the empire of dragons. Thriinathavochan was mortally injured by giants in the rebellion and flew off, escaping to the secrecy of her horde, her final moments of life were on her horde and among her clutch of eggs. Should her secret lair be found, her eggs are even harder to locate, blending into the architecture of her lair. around her lair has grown into it's own hostile ecosystem, life has sprung from her corpse, leaving only bones in which monsters live among.

This bracelet was part of a collection of bracelets given to Thriinathavochan, worn by her as rings on her claws. The collection was a form of tribute from the dwarves who lived under the hills of her lands, begrudgingly given to her. The designs of them are distinctly dwarven and any dwarf could recognize this as dwarven work but there are exceptionally few living dwarves who could identify the makers mark on the inside of the bands.

When worn together with the 7 identical bracelets the wearer gains +1 to their AC and may cast magic missile and magic shield at the 12-13 level of success at will, as often as once each round.


Silver horns of The Sky Scourge
These massive pieces of silver are hollow on the inside, worn by Morrosuth The Sky Scourge. They are worn at the ends of his own horns as ornamentation and to hide his disfiguration. In human hands they are large enough to require two hands to hold, similar in size to a small child.

GP Value: 2500

These caps were crafted for Morrosuth in order to hide a disfigurement he gained in a battle with the ancient furies as he attempted an assault on one of their sky citadels. The horns are more like caps that are placed on the ends of his horns, hollow on the inside. They were commissioned in secret, a request handled by one of the only other long lived people that dragons respected, elves. The carving on the outside of these are intricate and blend seamlessly into the pattern on Morrosuth's own horns, giving the appearance of the horns simply turning into silver at a certain point. 

Should a PC think to melt these down or fashion a weapon, tool, or armor from the silver they will find that this silver is unusual, having properties similar to the legendary elven mithril, allowing it to make for excellent weapons and armor with the same weight and penalty as steel. 


Followup:

I wanted to detail some items with some history to them, the PCs might never know that history but the world might and releasing something like these items into the world can have repercussions, for better or for worse. What happens when someone learns that the PCs are carrying something worth these extreme amounts? how do they even sell it? what if the dwarves find out about the bracelets? I think these should lead to further adventure or challenge, which is why a history for something so valuable feels important, even if it's only judge facing. 

 

 

If you like this idea, rolling a d100 and making a post about it, please head on over to d4 Caltrops and roll for yourself. Link me your post in the comments below this post so I can share your post in my next one! head on over and take a look at Buster's post for where I was inspired by!

Tuesday, November 25, 2025

Magic Sword: The Watcher's Thorn

 

It recently occurred to me that I’ve been posting these magic swords without really explaining what some of the parts of the entry mean or what my process actually looks like when I’m generating them.

Omen:
For me, the omen is a tell. It’s what gives away that the sword is magical, and often hints at its origin. I have a table that I roll on for this, though I’ll admit I’ve re-rolled plenty of times when I got something that didn’t click.

Attunement:
Something D&D did in 5th edition was make magic items require attunement, and I think that’s a great idea. It’s an excuse for a quest, or at least a meaningful task D&D didn’t use it that way but i do. I’ve got a table for this too, and I usually tie some extra power to a weapon if it’s attunement quest is completed, depending on how hard it is. Sometimes i just lock away some of the sword’s properties behind this quest. 

Extra Properties:
This is where stuff like Demon-Forged or the weapon’s material comes in. For that, I roll on the Knights in the North Equipment Qualities and Materials tables and see what combination sparks something interesting.

My process is pretty simple. I roll my way through the sword magic section of the DCC book, then tack on the omen, the attunement quest, and the qualities and materials. I’m not doing anything special or groundbreaking, just layering some extra charts on top of the DCC sword tables.

I try to follow the idea presented in the rulebook: a magic item should have a story. It’s not a “+1 sword”, it’s The Watcher’s Thorn, or The Glade Slayer, or The Tax Collector. It has history, and there should be at least two names attached to it: the one who made it, and the one who wielded it.

That’s really it. I roll a bunch of dice, write down what they tell me, and by the end, the story more or less writes itself.


Via: Heromachine 3
The Watcher’s Thorn

+1 Lawful demon-forged adamantin long sword

5 int, communicates via urges

Purpose: protect the weak and defend against chaos incursions

Demon-forged: Detects as chaotic at first attempt

Bane: Demons, berserker fury

Power: Detect water within 30’, if left in water, that water is considered holy.

Adamantin: Sword ignores damage resistances +1d damage, unusually heavy, 14 str to wield

Omen: When left to rest for more than 1 turn, vines and flowers grow over it.

Attunement: Save the life of a stranger and accept nothing in return


Forged in the Abyss by spiteful demons, this sword did not begin its life as a lawful weapon. Clever demons, tired and frustrated by the stronger but less clever who overshadowed them, decided that if they could not escape, no one would. They completed their creation and cast it into the mortal world, where it was found by a holy order guarding a rift to the Abyss.

The order could sense the Chaos within the weapon. Unable to destroy it, they chose instead to sanctify it, seeking to turn the blade into a symbol of good, just as the demons had intended. They entrusted it to a pious warrior of their order, sending him forth to uphold law and virtue until the sword itself became legendary.

This warrior, Germain, began the blade’s “purification” by saving a pilgrim from bandits, asking for nothing in return. He spent years fighting to bring order to the region. During these travels, each spring, he met a dryad, a woman of the woods, and fell in love. For many years he returned to her grove, guarding the surrounding lands and sharing fleeting moments with her. But she was fae, a creature of constant change, and the season came when her time to fade and regrow arrived. On their final spring together, she kissed the sword, leaving a fragment of her magic within it, a reminder of love and life enduring even as time passes.

Eventually, Germain returned to his order only to find it destroyed by a rival. He sought neither vengeance nor justice. He buried the fallen, then dipped the sword into the pool of holy water that ringed the rift, sanctifying the ruins and taking up the final vigil alone. When he passed, the Watcher’s Thorn remained: a blade born of Chaos, tempered by virtue, and forever bound to the defense of the mortal world.

Magic Staff: The Winter Heart

     One of my favorite things about generating these is looking up things that are relevant. The different views of different mythologies on cherry wood, discovering a new modern mythology that makes a claim I've never heard before. I think that is super interesting and just rolling one of these up and doing the research on them has brought something to the games, even if I never use the staff. I reference things like the first edition DMG, for gems, Volo's guide to the Sword Coast for some metals. Sometimes it leads me down a rabbit hole of reading about the Mistborn magic system. Sometimes I'll find a post about a specific number on the the numerology subreddit. It always gives me something interesting to take back to my table and I encourage others to give this a try when you next make something like a magic staff or sword. 

 

Winter's Heart 

via Heromachine 3
Primary: Cherry wood

Core: Troll blood

Binding: body embedded with gold (shards, screws, pins, or inlay)

Odd phyical features: Signs of resistance (energy type)

Cosmetic effect: 2 crystals float around it when it is used as a focus for magic length 

76 inches 

Cherry wood: tied to romance, checks to romance or seduce are rolled at +1d 

Troll Blood: fortitude, +1 on fortitude saves 

Gold Inlay: Healing, heal target or bearer for 1d4 hp once each day, renews at dawn 

Staff has rimed with frost that never melts: bearer casts cold based spells at +1

76 inches: introspection and mastering oneself, +1 to checks related to peasant profession


The staff known as “Winter's Heart” has gone by many names, “The Frozen Mercy”, “Heartbranch”, “Life Frost”, and “The Healer’s Winter”. Each of these are just a different appearance of The Winter's Heart appearing in history in new hands, not different staffs with similar properties, as some scholars suggest.

Under the name “The Frozen Mercy” this staff saw a brief rise to fame in the hands of a skilled but hopelessly romantic mage by the name of Allister of Jarlrock. Allister studied the staff more than most magicians who have carried it, drawing on it as the source of inspiration for much of the magic he practiced later in life. Much of his magic focused on fortifying others and speeding up their recovery, this made him something of an odd duck to the community he lived in, magic seen as something to be feared made him remain at arms length but turning it towards healing made him a sort of last resort for the sick or injured. Unfortunately his romantic nature proved to be the end of his history with the staff when he fell for a woman passing through the town. She remained for a few weeks before he woke one morning to find his estate had been robbed and the staff was gone.




 

Tuesday, October 21, 2025

Remoazzantu’s Staff of Bearing

    Been a little busy with Evolved RPG stuff this week, hopefully a new campaign diary on that game is in the future. Sorry for the Quick and short post today, hopefully we'll be back with something a little bigger and more actionable for the Thursday post!

 

Via Heromachine

    DCC has the spell Wizard Staff which grants a wizard a magic staff that acts as a +1 weapon (sometimes) and gives bonuses for spells. I love that and think it's a great tool. That said I also love the sections of the early D&D rulebooks that included materials and their reported properties. This staff is a sort of proto wizard staff that could absolutely have the spell applied to it but leans heavily on those old tables for the reputed properties of materials.


Remoazzantu’s Staff of Bearing

Originally created by the mage Remoazzantu who was tired of having to hire someone to carry his personal effects, this staff was a resounding success. Unfortunately for the creator, a wizard traveling alone with a heavy pack and little obvious defenses was a juicy target for bandits. Remoazzantu met his end to a volley of crossbow bolts and his staff quickly fell out of history. 

  • Oak wood: bearer has 16 strength for checks and carrying capacity only
  •  Core: elemental air: conjure gentle breeze around self, cooling and protecting self from gasses
  •  Bindings: cloudy rinds of rune pressed glass +1 to air magic spell checks
  •  Conjuration runes: may store a small item inside the staff, conjure it into ally’s hand, their own hand or ground nearby
  • Spike head: 1d8 piercing damage on attack 
  • Cosmetic: symbols slowly change over time 
  • 56 inches
  • May absorb up to a 5 foot cube of non-magical liquid, takes 1 minute. May release liquid as an action. 

Thursday, October 2, 2025

Magic Sword: Glade Slayer

Glade Slayer

+1 Planar alloy Chaotic Dagger

5 int (communicates with simple urges)

bane of Unicorns: allied battling against bane gain +2 bonus to all saving throws and morale checks within 100'

punish interlopers and those who interfere

Power: detect sloping passages within 60 ft

attunement
: survive with half ability scores for 3 weeks

designed to function as a tool in addition to being a weapon (carving and general utility knife)

Planar Alloy: highest attribute modifier as an additional bonus to attack and damage rolls (chaotic characters only)


Glade Slayer was created by the mortal man, Vome Magnus the gatebreaker. He earned this title when he took up this dagger to break into the sevenfold glade seeking the well of immortality. He slew it’s guardians, a pack of unicorns, hunting them to near extinction. He created this dagger through dark ritual that involved soaking it in the blood of a unicorn foal.

Sevris was slain by his right hand man, a minion of little note, when he attempted to draw more power from the dagger through a ritual that drained half of his bodily and mental fortitude. It was in this weakened state that his minion slew him in his sleep.

The dagger appears again when the hag, Mother Yisren unearthed it while collecting obsidian for her divination. At first she used it as a normal knife, cutting cord, carving charms, etching bones. In time the dagger would start to urge her to slay people coming into her area of the woods, tax collectors, merchants, visitors seeking her help. Eventually she was burned at the stake and the blade was nowhere to be found.


Thursday, August 21, 2025

Magic item: Vexilar's Mantle

 

Vexilar’s Mantle

The mad mage Vexilar Doomhand believed he could overcome death through the art of necromantic magic and as such created the Mantle. It allowed him to live long beyond his years, serving the empire for hundreds of years while appearing as a decaying corpse. Steps were made to preserve his form for the noble court’s sake but he found this new form to be an absolute victory, granting him freedom from needing to eat, breathe, or sleep, even the daggers that found his back in court weren’t enough to kill him. Vexilar’s Mantle seemed to have given him exactly what he wanted, until he was separated from it and his body destroyed. This seemed to be the true ending of Vexilar Doomhand. His mantle was passed on to a successor who thought it to be little more than a trinket and put it on. Soon the change took him and he became much like Vexilar, undead in all but name and granted the same strengths and weaknesses. With the fall of the empire Vexilar’s mantle disappeared.

When this mantle is worn by a character they gain the following benefits:

  • Damage Resistance: Half damage from non-magical slashing, piercing, and bludgeoning. Silver, mithril, or magical weapons bypass this.

  • Undead Sustenance: No need to eat or drink (but cannot taste). No need to sleep (cannot sleep or gain restful recovery). Immunity to poisons.

  • Corpse Decay: Body slowly rots. Steps to preserve it (embalming, mummification, organ replacement, etc.) prevent decline. Each month without preservation causes -1 Personality (cannot be recovered normally).

  • False Death: If “killed,” the wearer automatically succeeds at any “roll the body over” checks, feigning death convincingly.

  • Death Rest: Cannot heal through normal rest or magic unless the healing source is tied to an undead deity. The wearer may enter a Death Rest, healing 1 HD per turn. They are helpless during this time and cannot awaken early.

Secret property: Vexilar Lives!

The Mantle’s magic preserves more than its wearer’s body, it holds the will and cunning of Vexilar Doomhand himself.

When the wearer is in danger, they occasionally feel an unfamiliar urge. a thought they instinctively know is not their own. These urges are always self-preserving: a suggestion to move, hide, or act in a way that keeps them alive.

If the wearer follows these urges:

  • Over time, the instinct becomes a raspy, echoing voice offering genuinely helpful advice.

  • Continued trust in the voice grants small boons: +1 to certain checks, rerolls on failed saves, or hints toward survival.

  • Vexilar never speaks unless offering something valuable, and “fades” immediately if pressed for details about himself.

Eventually, Vexilar offers to “help” directly:

“Let me take over. Just for a moment. I can get us out of this.”

If the wearer agrees, they cede control of their body to Vexilar.

  • Regaining control requires an Ego check against Vexilar.

  • Vexilar knows the wearer intimately and can mimic their mannerisms and speech well enough to fool nearly anyone. 

  • Failure means Vexilar remains in control until he decides to relinquish it, or perhaps never.

Thursday, August 7, 2025

The Wyrdcoil

 

Wyrdcoil

+2 Lawful Reinforced Mithril Wheelock Rifle (axe head)

9 int, communicates with speech

Made to protect the weak, punish evildoers, and slay the demon Yllorrg

Bane of wizards (Berserker rage)

Bane of Demons (+1 attack & damage)

Reinforced: +1 to damage

Mithril: fumbles at -2

Special powers:

  • Detect invisible 1/day

  • Eviscerator (when Wyrdcoil deals damage, if the highest number possible on the die comes up, roll an additional damage die. If this die also comes up the highest number, add another, and so on)

  • Thundering (fired into air or ground, deals 2d8 in 80’ radius to enemies, no save)

  • Throwing (can be thrown 20’ as part of an attack and always returns to the owner’s hand, even if not part of an attack)

Omen: Divine Shelter, When it rains or snows, neither the weapon nor its bearer gets wet. Rain turns aside, snow melts before it lands. Even in storms, their clothes remain dry and clean.



The Wyrdcoil was created in a desperate moment by Featherfolk Gunsmiths when the legions of a powerful demon, “Yllorrg, the Hunger Below”, swarmed their small island home. They poured all their knowledge and secrets into this weapon, even gaining a donation of the rare mineral “Mithril” from the elves who had a vested interest in the defeat of Yllorrg. The Featherfolk didn’t fully understand how to work the metal and so they used more than needed to reinforce it, falsely believing that it was a brittle metal.

Wyrdcoil was used to successfully hunt down and slay the wizards responsible for inviting evil into our plane and eventually was brought to bear against Yllorrg himself. Unfortunately the first bearer of the weapon was slain, his body withering away at the demon’s final curse. His strong connection to the weapon was the final piece of the puzzle that made this powerful weapon into a legend, his soul became bound to it, ensuring that its power would be used to continue to hunt down demons, those who consort with them, and protect those who would be the victims of these monsters.

With Yllorrg banished to the abyss, Wyrdcoil was enshrined in a Featherfolk House of Law. Eventually as the Old empire of man rose this House of Law was pillaged and burned, the weapon passing into a human noble’s treasury. Quietly Wrydcoil waited until a suitable bearer entered the treasury and called on them to take up arms. The soul of the weapon believed that the gods this human empire served were just demons in disguise and was used to fight against this rising empire until finally it fell out of history.

Wrydcoil is able to communicate with speech but will not speak to just anyone and will resist attempts to use it that are contrary to its nature. In order to fully awake the weapon the bearer must suffer something truly good being lost, giving up their most precious memory in order to understand the loss it hopes to prevent. Once this is done the weapon functions at its full power. Until then it is only a +1, and has half of its special powers (determined at random), only one of its banes (determined at random), and will only communicate with the bearer when no one else is around to hear it.