The Foot of Blue Mountain

Some Magical Items on the Petals of the Violet Flower

Below are a few magic items I've come up with for Violet Flower.

Weapons

Lightning Pellets: Small, spiky yellow seeds. They explode in a blinding flash of light when thrown or used as sling bullets. Found in the ruins of gardens from the Before Kingdom.

One of the First Cudgels: Just a rock, used in ancient violence. One side has been smashed flat over the ages. +1 club. Using this item is considered taboo for a member of the Entourage, and affects their reputation accordingly.

Kernel Arrows: A bundle of arrows made before men learned to shape stone from the First Entourage. Their tips are made from ossified corn kernels. They deal double damage against Cockatrices, Ghouls, Wraiths, Dragons, and Death Knights.

Badge of Office: A mace with a star-shaped head made from smooth stone polished like a mirror. This mace is able to strike and deal damage to incorporeal creatures of all types, but is otherwise mundane. These are often wielded by people of great power and influence and have been since the Before Kingdom.

Sinew-Shot: A +1 bow made from the still-living leg of a Chimera. The bowstring cuts into the regenerating flesh and, when the bow is fired, causes purple blood to spray back onto the wielder. Two bloodshot eyes on the front of the bow distract anyone close by, allowing the bow to be fired in melee without penalty. Horrifying to most human opponents.

Great Hydra Dagger: A single tooth, large as an open hand, has been set into a wooden handle. The serrated edges glisten with deadly purpose. When used against creatures of the sea, the blade has a +2 to hit and damage. Berserkers fear anyone who wields the weapon and have a -1 penalty to morale checks.

The Macaw Dancer's Staff: A long staff made from living wood, with a single rotten mango hanging from the end. The staff is wrapped tightly in red fabrics and macaw feathers, and bells jingle softly when it is swung. The staff is used in the Macaw Dance, a ritual dance that takes 11 hours and gives the leader of the dance the ability to breathe fire once. The dance must be performed atop a mountain, hill, or tree tall enough to see the horizon with 24 other dancers.

Scepter of the Adjutant: A badge of authority from the Before Kingdom. A thin stone wand polished smooth enough to see one's reflection. Devoid of any decoration. A member of the Entourage who wields the scepter may shout with an old authority no longer held by man. Banshees, Wraiths, Cockatrices, and Ghouls must save or flee. Death Knights and Dragons are unaffected, although they roll at a +2 on any reaction rolls if the scepter is visible when they encounter the Entourage, believing them to be officers of the Before Kingdom.

Griffon Bone Flute: A large flute carved from a Griffon's leg bone and engraved with concentric circles and skulls. Can be used as a club in battle. This instrument can be used to play Holy Songs and produces scintillating halos of light whilst they are played, dazzling any onlookers.

Statuettes

More to come here as I go through different materials and persons. I think these will end up being the equivalent to potions on the Violet Flower, but we'll see.

Wooden Baby Statuettes:

Small wooden statuettes depicting babies swaddled in corn husks. often used as offerings at important holy sites or altars in place of a human sacrifice. Those that sit undisturbed for an age and a day in their original context gain magical powers that can be used when they're ritually burnt in a fire.

High-Browed Baby: The baby laughs, its cheeks large and hyperbolic beneath a large bushy unibrow. When burnt, all members of the Entourage are seen in a kinder, more forgiving light. The next time the referee rolls to see what a village or person has heard about the Entourage, roll twice and take the more helpful result.

Corn-Headed Baby: The head of this baby statuette is oblong and serrated like an ear of corn, and the baby's stern expression begets an air of royalty. When burnt, those who look into the flames may discern the precise location of the nearest human ruler and his general mood.

Morose Baby: The baby is crying, and the corn husks wipe away its tears. When burnt, a downpour the next day makes travel incredibly difficult.

Martial Baby: This baby reaches out from their corn-husk swaddle with a clenched fist, lightning in their eyes. When burnt, anyone who inhales the smoke of the fire is unshakeable and does not flee from battle until the next sunrise.

Vengeful Baby: This baby's cherubic hands are tented in front of its face, and its eyes glean with mischief. When burnt, if the flames hear a name spoken in hatred, 1d6 Corn Husk Hoplites (as Troglodytes, with corn husk blades) will rise with the next sun and hunt that person down.

Herb Baby: This baby is swaddled in various types of aromatic herbs and richly patterned cloths and sleeps soundly because of it. When burnt, those who sleep next to the fire regain three times as much HP as they normally would through rest.

Armor

Not as happy with these, I think they're a little weak; I'll probably end up changing them as I do more.

Hydra's Shroud: Skin from the Hydra, cut into a wide cloak. The Hydra cannot see the wearer when they stand perfectly still. The wearer swims in water as easily as they would walk on land.

Holy Ball-Player's Belt A large leather belt with wooden plates on the hips and thighs. A necessity when playing the Holy Ball Game. When worn in warfare, the wearer's HD counts as double their current amount when trying to overbear opponents.

Cloak of First Rains: A jet black tunic bordered with violet at the fringes. When removed and shaken, water flies out; enough to sustain 1d6+2 members of the Entourage.

Maize Crown: A stone crown carved to resemble an ear of maize. When planted top down in a fertile field, a single ear of corn grows by the next sunrise. Satisfies one person. These crowns are incredibly sought after by all peoples on the Violet Flower.

Spear-Catcher's Sash: A brilliant green sash that covers the whole chest. When struck by a bladed weapon (spears, arrows, teeth, claws and daggers) reduce incoming damage by 2. The Sash can catch 4d6 points of damage this way before being ripped to shreds.

Macaw Pauldron: A shoulder pad made to resemble the bright red feathers of a Macaw. Those who strike the wearer without a weapon (animals, wrestlers, etc.) take half of the damage they dealt in return.

Shield of Malachite: A segmented shield which, when whole, resembles the distraught face of Malachite Who Mourns What He Made. A new shield portrays his whole face split into its 10 pieces; most found nowadays only have 1d6+1 pieces remaining.