In a troubling world, people often appeal to higher powers for protection.
Or to lower ones.
Holy Clay Disc
Strung on a length of very fine chain to allow it to be worn around the neck. Marked with the Maker’s Holy Icon. Created in specially blessed furnaces in Tylon that burn with a sweet-smelling smoke. The wearer gets +1 to all Saves. Demons, visitors, ghosts and the undead cannot touch the amulet. If they are weak, they will flee if you make to touch them with it.
Dragonforged Ring
Gleaming bronze in an almost organic, smoothed shape, created by extreme heat. Bent into an approximation of the Serpent’s Ouroboros symbol. Never tarnishes, never forms a patina, never fully becomes cold. Easily affixed to a haft, helm or banner-pole. The bearer deals +2 damage with metal weaponry (guns are metal, naturally), and also gets +2 to Saves vs. any dragon’s breath weapon.Golden Dried Fruit
Comes from the wilderlands of former Vadhela. Resembles no fruit you know, but is a rich yellow-gold. Dried outer rind, with a sort of gummy, candied squish to it. A thick stem is the anchor point for a long twine cord. The wearer suffers halved (or otherwise reduced) effects from poisons, and has +2HP so long as the fruit is on their person. Eating the fruit destroys it, but cures one disease or poisoning completely, no matter how severe.
Manhunter’s Arrowhead
Barbed. Made of a black iron. Attached to a chain of the same. Smells of blood. While you carry this, you deal +2 damage to sentient creatures. The arrowhead has another purpose - if you truly hate someone, hold the arrowhead in your mouth and dream darkly. You will meet a slender, insect-like knight in a nightmare-place, and in asking questions, he shall empower the arrowhead to destroy your dearly loathed one. Once thus prepared, if the arrowhead pierces the target, they must save vs. mutilation, or, if they’re bloodied, save vs. death.Grey Merchant’s Seal
An octagonal badge with a pin, made of brass. Depicts an open hand, flanked by two eight-pointed stars. Once of obscure meaning, now a notorious symbol of Hell’s influence. Some joke it shares this with the albatross badge of the Iskan Stock Exchange. The wearer of this is marked as a Grey Merchant, who sells perfect solutions to life’s pains. Regardless of if they actually are a Merchant or not, they get +2 [sum] to Hellish spells and -2 Reaction. They also have complete power over an imp assigned to the badge itself, which can be summoned by focusing on the badge and spilling a drop of blood on it. The imp is workshy, cruel, slightly disgusting, insectoid, and serves as a conduit to its superiors down below.Luminous Shell
Beautifully reflective, and spiralled - cracked open to display a slightly glowing interior, somehow still damp with a sweet-smelling slime. Must’ve come from some kind of mollusk. Attached to a crude length of knotted cord. Wearing this, or being near it, you are immune to nightmares while dream-travelling in the Astral Sea.
Living Seed Pod
Contained inside a kind of carefully carved wooden reliquary, in the style of the closed island of Muzarged. A waxy seed, gradienting from an orangey-yellow to a deep, bluey green. Distinctly alive, faintly warm, smells wonderful. If you have carried the seed for 24 hours or more, plants will not harm you, and the touch of your skin has a tingling, analgesic quality. If planted, it will eventually grow into a huge, strange, rhizomatic plant, which will spread all over with fuzzy creeping vines, attaching especially to other plants. If it attaches to plants which bear fruit, grains, etc, it will begin to grow their fruits or grains itself.
Shard of Unmelting Ice
A shard of pure, clear, almost luminous ice, jagged and painfully cold. It never melts, and is actively dangerous to hold in one’s hand for this reason - it will draw heat from you without cease. Thus, it is contained inside a carved glass vessel - a hexagonal-prism jar with a thick metal-capped base, and a lid set with a carrying ring. The bearer of this amulet will inexplicably survive a lethal blow, once, then the ice will suddenly melt into water like tears.
“Normal Amulet”
An entirely normal protective amulet marked with a Holy Icon, made of silvery - er, brassy metal, and it has a thick cord for hanging around your neck. Sometimes it has an Ouroboros, or a geometric shape. Sometimes it moves when you aren’t looking at it. Vibrates in the presence of mimics and doppelgangers.
Monstrous Tooth
A crooked, not entirely animalistic tooth, yellowy and sharp-tipped. Snapped off at the top, tied to a length of frayed, red-dyed cord, to allow it to be worn around the neck. While bearing the tooth, your natural tendency towards animalistic violence is enhanced. You also expand your crit range by 1, or by 2 if you’re a ghoul.
Jagged Shard
A chunk of an unidentified metal that defies scientific examination, sharp on every edge and covered in metallic thorns on the flat. A thick bit of gut-cord is wrapped around it, to allow someone to carry (or even swing) it. While wielding this shard, your natural tendency to guilt, regret and hesitation is excellently suppressed, allowing you to act in a totally merciless manner.
Petrified Eyeball
A huge spheroid of the almost-glutinous translucent stone created by petrification. Distinctly, an eye, though from what kind of creature it originated is hard to say. Held in a net of thick cords, which bunch together into a looped handle. Rolls around, allowing the cavity of the collapsed iris to swivel. When you are holding this, you get an extra save vs. petrification, and see a faint shimmer in your vision when turning your head or opening your eyes would expose you to a gaze attack.
Dried Worm
Once a living, squirming thing, now dead. Red-grey, and curled up inside a small glass jar, full of dust that has come off it. It’s labelled in Carvelian, or Undercommon. Certainly not an ordinary earthworm, or even a leech - bladed mouthparts are visible near its spiny head. If you are holding this jar, you have -2 to all saves vs. mutation, but in exchange, you have +2 to saves to resist mundane diseases, poisons and alchemical elixirs. If you become affected by a disease, poison, or alchemical elixir, you can consume the worm to transform the affliction into a permanent themed bonus. You can also consume the worm to make temporary mutations permanent.Squirming Gobbet
A lump of cold, still-wet flesh, tied in a carrying-net of dock-rope. Pale, slightly bluish white, striated flesh. Never rots, never dries, but is entirely bloodless. The bearer of the gobbet won’t die from drowning. Note - this is absolutely not the same thing as breathing water.
Ancient Battery
Some kind of metal canister, dug up in the soil of Cilos. It’s slightly swollen from within. Made of dull, brass-like metal covered in bright blue “rust” - it has a tight lid with a thick, crude screw-cap, half-open but jammed shut by the rust. Touching the metal causes intense tingling in your hand. It smells like cleaning chemicals if you hold it near your nose. It’s strung on a chain. While bearing the battery you always know the direction of north, and, with focus, can “feel” the direction towards the nearest exit from any structure, tomb, dungeon or similar you are in.
All-Seeing Eye
A disc of black, shining glass, flawless and resilient. Suspended within it, strips of gleaming, iridescent metal sketch out the shape of an eye. While holding this amulet, you occasionally receive involuntary waking visions or hallucinations, warning you of incoming danger, plots against you, or opportunities.
All of these amulets provide +1MP (Miracle Point) to those appropriately aligned with them.
between 3 and 13, you got me hungry
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