Friday, April 12, 2013

Fantasy Core Ireland Setting--Items and Animals Part 2


Fantasy Core RPG
(c) Jerry Harris, 2013
Published here as Open Game Content.

Index

Ship of Glass: A magical boat that can be used to travel to Otherworld islands. It may be used by the elves as an invitation to the Otherworld court of the Fey.

The Magic Bough: A silver branch with white flowers. It is an invitation to the Otherworld court of the Fey. It can also heal all hp damage and any disease once a day.

The Pigskin of the King of Greece: A magical healing item that cures any hp damage, disease, and insanity, once a day. It can even reverse death within 24 hours, but only once per person, and only once a day. Acquiring this object was one of the eight tasks of the sons of Tuireann. Current whereabouts are unknown. The object is actually always actively trying to find its way back to Greece and may cause the holder some bad luck.

Cursing Stones: Located in Inishmurray Island. With a simple ceremony spell (walking around an altar and turning the stones on top of it), a person may be cursed with some sort of ill fortune. The caster will also take the same measure of that bad luck. The ceremony does require a personal effect of the person being cursed.

The Turoe Stone: A three-foot high pagan altar in a field in County Galway, Connecht. Its purpose has been lost to time. It might be a gateway to the Otherworld (or someplace else) with the right ceremony and conditions. Or there may be some other entirely purpose. The locals leave it alone.

Book of the Dun Cow: Tales of Ireland that were inscribed on parchment made from the hide of a cow. Anyone reading it will acquire +4 Wis and Int Bonuses. Several high-level spells are inscribed (in code) within. It normally takes a full day to read at the quickest. There is some unspeakable side effect to this however. Whatever it is, it keeps most owners of the book from reading all of it. Currently it sits in the personal library of the high-king. He has not read all of it either.

The Cathach Battler: A copy of the Psalter from a Latin Vulgate Bible made by St. Columba. The book was a contributing cause of a minor Irish war. It is said to ensure victory to the side holding it. It falls in and out of various hands constantly.

The Pot of Avarice: A silver pot where a bard received his pay. There is one pot known to exist that is magical and will double any amount put in it overnight. It also brings misfortune to the owner. Needless to say, it unknowingly changes hands often.  (Also a card in the Yu-Gi-Oh card game.  Thank you Internet.)

Clods of St. Columba: Pads of earth from Scotland. St. Columba wore these when he returned temporarily to Ireland from his self-imposed exile, but still wouldn’t let his feet touch Irish soil. The wearer of these clods can walk on water, run at double speed, and will be sure-footed on any surface. They are also a revered religious artifact. Their whereabouts are unknown.

Hisperica Famina: Western Sayings. A badly written tale of excessively mundane matters, which includes a smattering of several languages. The book is in the high-king’s library in Tara. It is actually a spell book of with several dangerous high-level spells. It has to be deciphered first, requiring a magical translation key. Clues to finding it are in the text (which requires translation in several languages).

Cross of Cong: A metal-worked cross containing a piece of the True Cross. The display of this artifact will ward off any undead from a building or in person. Its current whereabouts are unknown.

Lyncanthropy: A spell familiar to witches, druids, and elvish wizards. It is a ceremony spell that may be cast once per day. It is only taught orally and very seldom to outsiders.  This version is not a spell of demonic possession nor a contagious disease, but rather the ability to take animal form.

Club of Dagda: A magic weapon of the Fey. It is very heavy and requires +4 Str and Con bonuses to use. It causes 1d12 x 2 damage. It’s whereabouts are unknown.

The Drinking Horn of the King of Greece: One of Finn’s magical possessions. With a DC 12 Fort save, a drink from the gold horn causes the imbiber to become fearless for the day. Failing the save puts the drinker to sleep for an hour. The horn may be drunk from once a day. Another effect is to negate the effects of supernatural aging (such as from a lengthy visit to the Otherworld), but it will only work once for a person for that purpose. The horn is currently lost in Ireland.

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