Foreign Coin-Tin

Over the man hundreds of years of life in Myriad many empires have risen and fallen. Even today, although the King is loath to admit it, there are other empires in the world. Consequently, there are many different coins of all shapes, sizes and materials. While foreign coins are no use as actual money, traders will buy them for their collectible value or of the raw value of their metal.

No. Per backpack slot: 30.

Equippable: No.

Foreign Coin-Silver

Over the man hundreds of years of life in Myriad many empires have risen and fallen. Even today, although the King is loath to admit it, there are other empires in the world. Consequently, there are many different coins of all shapes, sizes and materials. While foreign coins are no use as actual money, traders will buy them for their collectible value or for the raw value of their metal.

No. Per Backpack Slot: 30.

Equippable: No.

Study Book

A Study Book is a thick volume full of useful information that an intellectual would want to know to further the expansion of their mind. Without one of these it is not possible to use the Study Order Y 1.

No. per Backpack Slot: 12

Not equippable

Rations

Rations is the generic name for anything edible that I have managed to gather on my journeys and store for later use. By using the Eat order, Y 7. I can give myself more strength and gain 1 point of health up to my original maximum if I am injured. 12 Rations Portions can be carried in each backpack slot. Rations are not equippable.

Mana Bread

A normal bread loaf perhaps, but Mana Bread tastes absolutely wonderful, always slightly warm and freshly-flavoured. This holy food possesses the magical ability to heal those who eat it. Eating Mana Bread is achieved by using the order X 73. Mana Bread is not an equippable item. You only need to have it in your pack to use it.

You can store 12 pieces of Mana Bread in one Backpack Slot.

Tiny Blue Bottle

I brought the Tiny Blue Bottle close to my eyes and peered through it's opaque surface. It was full to the brim with a thick yellow syrupy liquid, stoppered by a cork bung. I wondered... what could it be ?.

To drink the liquid use the order X 99.

No. Per Backpack Slot: 12 Equippable: No.

X99 - I pulled the stopper from the Tiny Blue Bottle and put it to my lips. Tilting my head back I let the thick syrupy liquid run into my mouth. It was vaguely sweet with a hint of almond in the flavour. Not at all unpleasant. I drained the bottle and replaced the cap, putting the empty container back into my pack in the first empty space I could find. Suddenly I was overcome by a strange feeling. My skin became sore and itchy. My eyes watered and my vision swarm. I could feel my clothes shrinking on my body, particularly around the arms and chest. I stood still for a moment and let the feeling pass. I realised that I had just drunk a magical potion ... and it had made me stronger !

Lock Picks

They are a set of steel implements usable by rogues for the purpose of breaking and picking locks of all shapes and sizes. They take quite a lot of skill to use effectively so only rogues, who have the proper training, can successfully use them to negotiate a locked doorway. Even then, they need to succeed in a skill check depending on the complexity of the lock. Twelve sets of Lock Picks can be stored in a single backpack location. This item is not equippable. It need only be stored in your backpack to be used for a Pick Lock, U 1 order.

Healing Ointment

Healing Ointment is an invaluable magical tool of the adventurers trade. Once used it is gone, so adventurers often carry several drafts when they can afford to. To use a draft of healing ointment use the order X 30. Use of the healing ointment involves rubbing it into the injured area, or simply drinking it (although the taste is not pleasant) to enable some of your wounds to be magically erased. This item is not equippable.

No. Per Backpack Slot: 1

Potion of Healing

A potion of healing is a magical elixir. When quaffed, the potion's magical power will heal the drinker of all damage up to a maximum of 50 points. To drink the potion use the order X130. This item is not equippable.

No. Per backpack slot: 12.

Gemstones

Gemstones in Myriad come in many different shapes and sizes. Some are extremely valuable while others are little more than pleasant baubles. The prices are values of Myriad change periodically depending on rarity and fashion, although certain stunning stones, such as the Star Sapphire and Diamond will always be sought after.

Type 1 Poison

Type 1 Poison is made from Poison Herbs by either an Assassin or somebody trained in the 'Poisoner' skill. Once it has been formulated the poison can be applied by any character to a normal dagger or to the special 'Curved' Daggers that Assassins use. The poison is short-lived, but while potent it adds extra damage to every blow successfully scored with the poisoned weapon. The life of a Poison can be ascertained by the roman numerals after it, indicating how many turns it will remain active. To apply Type 1 Poison to a dagger use the order Y 20 or Y 21 to a Curved Dagger. The poisoned dagger will be put into the first empty Equip slot and must then be equipped (even it was originally equipped.)

No. Per Backpack Slot: 12.

Jewelled Skull

I examined the Jewelled Skull. It was truly a beautiful, if disturbing, creation. Wrought of steel, with highlights of solid gold, the skull was the size of a human fist, encrusted with tiny gems. Nothing exactly valuable, but the workmanship and attractive design would certainly make this a collector's piece. I imagine it would be worth a pretty penny in any market in the land.

No. Items per backpack slot: 12

P.S. I believe that Jewelled Skulls are worth 175gp. I am selling my second this turn and so should be able to confirm that soon.

Enchanted Lace Garters

Enchanted Garters are magical devices originally commission by rich land barons from famous mages and artificers. Wanting to be sure of their daughters safety in times of war when they could not necessarily be present to protect them, the fathers paid hefty sums for these rare prizes. The Garters, while not to the father’s tastes, were fashionably attractive, in red lace, white satin or black silk, to appeal to the girls vanity to encourage them to wear them often. The Garters, when worn, magically enhance the wearers health score by 15. This can be dangerous though. If the Garters are removed the health drops again immediately, possibly resulting in death if the wearer is injured already. In later times adventures began using the garters for their obvious value. The magic works for men too, but with the obvious ludicrous or suspicious overtones applicable.

No. per backpack slot: 12.

Equippable area: Legs.

Enchanted Satin Garters

Enchanted Garters are magical devices originally commissioned by rich land barons from famous mages and artificers. Wanting to be sure of their daughters safety in times of war when they could not necessarily be present to protect them, the fathers paid hefty sums for those rare prizes. The Garters, while not to the fathers' tastes, were fashionably attractive, in red lace, white satin, or black silk, to appeal to the girls' vanity & encourage them to wear them often. The Garters, when worn, magically enhance the wearers health score by 15. This can be dangerous though. If the Garters are removed the health drops again immediately, possibly resulting in the death if the wearer is injured already. In later times adventurers began using the garters for their obvious value. The magic works for men too, but with the obvious ludicrous or suspicious overtones applicable.

No. per backpack slot: 12.

Equippable area: Legs

Heart Medallion

The Heart Medallion is an unusual and interesting magical item that was supposedly made for an ancient guild of righteous warriors who served the goddess Bethseline, the Queen of Love. When one of these holy artefacts is worn the wilder feels a warm tingling all over their body. From then on, so it is said, the Goddess protects the wearer frommagical cold attacks by giving them +5 in their defence against cold. The Goddess also shows her deep and undying love for her faithful by granting them a +5 bonus to their health when wearing the medallion. This can be dangerous though. If the Medallion is removed the health drops again immediately, possibly resulting in death if the wearer is injured already.

No. per backpack slot: 12.

Equippable area: Neck.

Green Eye Lantern

The Green Eye Lantern is a magical device made by foreign wizards who live across the Ocean in faraway lands. These devices were originally imported by a trading consortium before the Cobalt Pirates put an end to long distance trade for Bereny once and for all. The Lanterns are quite rare and useful, being etched with a weird Green Eye upon their face. While equipped, they grant the wielder +1 to their vision score and +1 to their Wisdom. The Lanterns are unstable, though. Every turn there is a 5/1 chance they will fade away and become useless.

No. per backpack slot: 3.

Equippable Area : Defence Hand.

Skull Sceptre

The skull sceptre is an ornate metal rod topped at one end by a gold-plated metal carving which resembles an animal skull of some kind. The handle is made of polished ivory and bound tightly with red cloth which hangs down at the handles edges giving the item a foreign and exotic appeal. The Sceptre is obviously magical or spiritual in nature. While wielded it increases the users vision by Skull Sceptre 2.

Equippable Area : Defence Hand.

Movement Rate : Not Affected.

No. per backpack slot : 1.

Man Badge

The Man Badge is a magic item created many years ago by the reclusive wizard Andymion. Many feel that he made the item as some thing of a joke, although the truth of this has never been established. Essentially, the Man Badge can only be worn by Male adventurers... it will refuse any other to equip it. Its power is to magically increase the owners strength by +1 (while it is worn) while reducing the characters wisdom by -1 (again, only while worn.) This item can only be equipped by a character who already has a strength of at least 18. Its usual purpose is to allow strength to rise to higher than human levels (21+).

No. per backpack slot: 12.

Equip to: Right Arm.

Golden Chess Piece

I am holding a small but exquisite chess piece made of solid gold. I’m sure it must be worth a fair sum. Looking at it closely I can see writing on the underside, engraved in tiny script. The writing reads, „hold me tight and walk South from where you found me."

This item is not equippable. Merely carrying it in your backpack is enough.

Worth: 15 gold pieces.

Steadfast Ring

The Steadfast Ring is a magical trinket which, legend has it, was created by powerful Elven sorcerors from the Deep Woods of the North, to aid their human warrior allies during the Great War. Although not as common as they were during that time they can still be found and are much prized by adventurers, since they have the power to magically enhance the wearers health by 10. This can be dangerous though. If the Steadfast Ring is removed the health drops again immediately, possibly resulting in death if the wearer is injured already. The magical power of the Steadfast Ring will allow it to be equipped only by characters with a Willpower of at least 12. This was originally built in to the trinket to prevent it ever falling in to lesser demon hands .

No. per backpack slot: 12.

Equippable area: Finger.

Lord Crusaders Pendant

The Lord Crusaders Pendant is a powerful holy artefact given to a Lord Crusader upon their appointment as head of their Arm of the Church's Crusaders. The Lords Pendant grants holy enhancements on the wearer to aid them in their battle for their deity. There is rumoured to be a 'seventh' pendant, although it is not known how this is possible since there are only six deities of Good.

The wielder of a Lord's Pendant gains 50 points of 'max health'. The power of their deity also grants an additional 5 points of damage on every successful blow they strike in combat and a bonus of 20 points on their attack and defence skills.

If the wearer of a Lords Pendant is ever slain it teleports itself back to the High Church.

The current High Priest can recall the pendant at any time if they deem it necessary.

Cross of Bethseline

It is said that at the dawn of time, Bethseline, Goddess of Love, laid her blessing upon 101 silver crucifixes, handing them out to her first-created. Perhaps this legend is true, perhaps not, but rumours continue of the elusive holy items which can only be wielded by Priests of the Gods of Light. When carried, the Cruxifix grants its wielder an addition 10 points of max health. This can be dangerous though. If the Crucifix is not carried the health drops again immediately, possibly resulting in death if the wearer is injured already.

Equip to: Defence hand.

No. Per backpack slot: 3.

Tartan Kilt

The Tartan Kilt was a magical item created by mages from another land. About forty years ago they were quite common imported goods, but changing fashions meant burly fighters were less keen to wear what amounted to a skirt! Even so, a few of the enchanted kilts can still be found... if you know where to look.

Must have a Willpower of at least 10 to wear.

When worn, it grants an additional point of willpower and a point of dexterity, while reducing defence against cold

attacks by 5 points.

Equip to: Legs.

No. Per backpack slot: 3.

Board-On-Wheels

The Board-On-Wheels is believed to be the creation of the faerie folk. What other kind of strange creature would come up with such a ludicrous idea? The contraption is a piece of wood with wooden wheels attached to its base. Magically enchanted, the board can be ridden by an adventurer who stands atop it, although this can be precarious. The board's speed adds +1 to Move Points while used, but the rider must have a dexterity of at least 16 to be able to equip the board, such is the difficulty of mastering this strange mode of transport.

Another bonus of the board is the +5 bonus to 'Normal' defence while ridden.

No. per backpack slot: 2.

Equip to: In/On

Iron Chastity Belt

An Iron Chastity Belt is an unpleasant implement forced a youngh maiden, usually by her father or husband-to-be. The aim is to protect the maidens honour, or more directly, her hymen! These cruel contraptions do not actually hurt, although they do make sitting down and resting uncomfortable and have been known to cause sores and abrasions with extended use. The Chastity Belt has two locks, one at the front and one at the back (for extra safety!), the keys to which are usually held by the maidens mother. In these enlightened days of womens equality in Bereny Chastity Belts are frowned upon public, although rumours do abound that rich or noble families do still purchase them through illicent dealers for common use.

No: per backpack slot: 3

Equip to: waiste

Room in a bottle

The Room in a bottle is a rare magic item. Legend has it that there were 14 of these magical bottles made by an ancient circle of 14 mages. The owner of the bottle can use it to escape to a place of safety, simply by willing the bottles magic to activate. In fact, the owner is teleported inside the bottle and its magic then hides it to prevent others from tampering it. Nobody can reach the inside of the bottle except the owner... a safe heaven ! There is even a magical trader in there ! When the owner is ready they can teleport back to the place that they came from. Some legends say that all the bottles are somehow connected and lead to the same special

pocket dimension.

To teleport use the order X192.

To teleport out use the order X193.

No. Per backpack slot: 1.

This item is not equippable.

Tentacle

A Tentacle is simply a slimy appendage cut from some unfortunate monster, most commonly a Tentacular Cluster. They are leathery and unpleasant, but do have some value on the open market.

They can’t be equipped by characters.

Taurus Key

The Taurus Key is a simple steel key fashioned with the head of a bull, a detail which is highlighted by some fine painted red eyes on the keys grip.

Not equippable.

Triangular Silver Key

The key, made of solid silver, is plain and unadorned. Its neck slopes up and smoothly into a silver triangle at the top.

This item is not equipable.

Broaches

I took a good look at my Broach. It was a tiny, ornate silver piece of jewellery. Very dainty and pretty. It wood certainly look good on a fine rich woman’s clothing. I imagine it would fetch a good price at market.

No. per backpack slot: 12.

Equippable area: Finger.

Golden Broach

I brought the Golden Broach close to my eye. It was a beautiful piece of jewellery, carved into very intricate patterns and inset with small pretty, but non-precious gemstones. I was sure it must be worth a few gold for its asthetic value alone. The way the light caught its surface and glittered in its gems was really very appealing.

No. Per backpack slot: 12.

Equippable: No.

Crescent Broach

I took a good look at my Broach. It was a tiny, ornate silver piece of jewellery. Very dainty and pretty. It would certainly look good on a fine rich womans clothing. I imagine it will fetch a good price at market.

No. per backpack slot: 12.

Equippable: No.

Ravens Choker

Cannot remove - Minus 3 to willpower, some plus's to Strength and Dexterity?