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Ayrik
Great Reader

Canada
7969 Posts

Posted - 28 May 2019 :  14:30:42  Show Profile Send Ayrik a Private Message  Reply with Quote
quote:
I'm not sure if anyone mentioned this but the old (non-advanced) D&D game had a book called The Five Shires that had halfling specific magic items in it. I believe it's tied to the world of Mystara and some of the items were interesting and centered on something called 'blackflame' I think. There was also a dragon article with items specific to halflings and gnomes in it.
I recall one of the Basic D&D (Mystara) cyclopedias described some sort of magical item functionally similar to a Cube of the Planes - which could connect Mystara PCs to any world or setting the DM liked (including Gamma World, Boot Hill, Greyhawk, Krynn, Forgotten Realms, etc).

And there's several iterations of all the Savage Coast stuff, some of which contain footnotes about how/where the setting could be inserted into existing settings (like the Realms) if not located on Mystara.

And of course there's always the Demiplane of Dread (Ravenloft) ... the mists can descend upon any place on any world and take things away when they depart ... and the denizens/victims of Ravenloft can (in theory) depart the demiplane for any world it touches. A tenuous planar mechanism but other people and things in canon have been displaced or migrated from world to world through the mists. Other transitive planes (like the Shadowfell, Feywild, Temporal Prime, etc) could theoretically connect Mystara and the Realms in similar fashion although each imposes its own special hazards and such connections aren't as well documented.

I've seen "Blackflame" and "Darkflame" in several adventures, at least one module, at least two rulebooks (of which at least one was Realms-centric). It's even listed in several sources as a fairly ordinary low-level spell for wizards and/or priests - it's one of those things which TSR/WotC duplicated and republished in minor variations many times circa 2E era.

[/Ayrik]

Edited by - Ayrik on 28 May 2019 14:44:41
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Wooly Rupert
Master of Mischief
Moderator

USA
36779 Posts

Posted - 28 May 2019 :  20:45:17  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by The Arcanamach

I'm not sure if anyone mentioned this but the old (non-advanced) D&D game had a book called The Five Shires that had halfling specific magic items in it. I believe it's tied to the world of Mystara and some of the items were interesting and centered on something called 'blackflame' I think. There was also a dragon article with items specific to halflings and gnomes in it.



I mentioned it in my first post.

Most of those items are the Blackfame stuff, and are a little too tied into the Five Shires to make me want to modify them.

Sleyvas's "folding door of Halfling Holy Holery" is a nifty idea. I'm expanding on that, and making a small portable inn, as my unique halfling magical item. It's more of a McGuffin than anything else, but I'm a bit of an oddball and like to put at least a little development into my McGuffins.

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Zeromaru X
Great Reader

Colombia
2442 Posts

Posted - 28 May 2019 :  23:56:02  Show Profile Send Zeromaru X a Private Message  Reply with Quote
I remember the hornblades from the Year of the Rogue Dragons novels... is the only halfling-only item I know of

Instead of seeking change, you prefer a void, merciless abyss of a world...
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Icelander
Master of Realmslore

1864 Posts

Posted - 30 Oct 2019 :  22:45:00  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
I like to imagine that for every magical weapon or wand that casts powerful battle-magic, there are dozens of minor magical trinkets that make the lives of Faerun's richer population more comfortable or enjoyable.

After all, the ability to slay enemies is all well and good, but only a tiny fraction of statistical outliers earn enough wealth to commission the creation of magical items purely through violence and looting. Merchants, major landowners and craftspeople actually contribute toward the creation of more wealth in society, which is a necessary precondition before anyone can loot it.

And while merchants who travel the Realms in pursuit of more wealth and the nobles or gentry whose vast agricultural lands yield the crops that feed the citizens of the larger cities might buy some magic for self-defence, they probably spend more on things that actively make their lives better.

Just compare real-world spending on leisure activities, dining out, entertainment and other lifestyle things to defense budgets. I mean, sure, military and security spending is a huge line item for governments, but it's only a tiny fraction of the total economy.

So, while D&D rules often expend little focus on the lifestyles of characters and a lot of focus on anything with combat stats, I really think Combs of Grooming, Sponges of Cleanliness, Padding of Freshness, Pillows of Restfulness and Blankets of Comfort should be more widespread than Swords of Slashing and Wands of Blasting.

What does any of this have to do with halflings?

Well, I like to believe that there exist variations of such items as Everfull Mugs, Murlynd's Spoon, Horn of Plenty and similar that conjure, create or summon beverages and foodstuffs that are actually tasty. Halfling enchanters, hedge wizards and artificers seem like natural candidates for the creation of items that not only provides food and drink on the road, but actually duplicates (or at least mimics) good ales, fine vintages, quality cheese, sugary cakes or fresh fruit.

After all, just because a rich merchant must spend a lot of time on the road or shipborne, that merchant is doesn't hafe to acdept the same discomfort as porer travellers and is likely to want to live in the comfort and luxury his wealth can buy him. And just as hin bakers, brewers, cooks and greengrocers make their fortunes catering to human desires for comfort and the good life, so might hin enchanters.

I also believe that in addition to PC adventuring magic-users, there are also NPC craftsmen and artisans who might not be able to cast Fireball or Draw Upon Holy Might, but can touch the Weave or receive the favor of a god through their art or craftsmanship, to make items of magi without being spellcasters. Much like how Bruenor Battlehammer made Aegis-Fang without being a spellcaster.

So some great halfling brewer might be able to construct an Everflowing Cask that fills itself every day with the same ale, a halfling vitner might make a Cauldron of Good Cheer that transforms any liquid placed in it into an alcoholic beverage over time or great halfling cooks might make a Pan of Roasting that required neither fuel nor flame, a Flavorful Box that could create any spice the user was familiar with or a Plentiful Pot that cooked a meal many times as large as the amounts of incredients.

These halflings would be using magic to enchant these items, but would not necessarily know any adventuring spells, not unless they also happened to be adventurers.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas

Edited by - Icelander on 30 Oct 2019 22:50:11
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AJA
Senior Scribe

USA
747 Posts

Posted - 31 Oct 2019 :  00:27:01  Show Profile Send AJA a Private Message  Reply with Quote

I thought I had posted this here when this thread was first active; it's more to do with magic enchantments rather than magic items, but it seems easy to see how one would inform the other (and reinforces Icelander's [et al's] theories of minor magics);
quote:
Originally posted by Ed Greenwood, in a 22 Apr 2019 Twitter reply to @TheEdVerse

Hin magic
In the Realms, hin daily magic is most concerned with growing things (edible plants, usually, and hin specialize in prettily flowering edibles), training growing things, and banishing blights and molds from growing things. Second comes cleaning: hin are foremost, as a race, when it comes to small, simple spells that cleanse things and remove marks, stains, etc. Third is mending: hin are great at magic that consumes a raw material (material component) and uses it to knit tears or cuts or frayed areas, restore worn-out fabric or rusted metal (turning things to "like new" condition BUT THE LOOKS THE CASTER WANTS, so if a mended garment or awning is faded, the "fixed" part will match...unless the caster wants the whole thing to look new and rich again). And fourth is warding magics, that keep away unwanted intruders (of specific sorts determined by the incantation) and combine alarms and lighting if the caster wants them; i.e. makes it hard for a prowling predator to cross a ward-boundary around a tent or hin campfire, and brilliant lights the area (the boundary radiating light that due to the enchantment makes invisible beings visible, plus an audible alarm to awaken sleeping hin), and so on. Sixth is tracer magics (like Locate Object, but keyed to a favourite specific item that's been lost or stolen, so the caster can find it again. Seventh: building surfaces; hin enchantments can make mud brick waterproof, keep oil-mix seals from leaking, and so on, to make simple construction sturdier and more long-lasting. See? Practical stuff. Many hin make livings partly by using such magics; they dwell in human-dominated cities and towns and run "repair shops" for humans needing things fixed or cleaned or mended. Or by selling fresh greens (or berries, small tomatoes, herbs, or fruit) for many tables.

Hin cooking magic?
That's a point of pride among hin: to do masterful cooking without magical aid. Though there ARE "rescue this burnt mess" magics that turn scorched kitchen mistakes back into edible perfection. But hin don't talk about those. ;}



AJA
YAFRP

Edited by - AJA on 31 Oct 2019 00:27:57
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Wooly Rupert
Master of Mischief
Moderator

USA
36779 Posts

Posted - 31 Oct 2019 :  10:01:25  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
That was actually my question he was responding to... Not sure how I neglected to copy down the info, though!

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sleyvas
Skilled Spell Strategist

USA
11695 Posts

Posted - 31 Oct 2019 :  23:47:38  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by AJA


I thought I had posted this here when this thread was first active; it's more to do with magic enchantments rather than magic items, but it seems easy to see how one would inform the other (and reinforces Icelander's [et al's] theories of minor magics);
quote:
Originally posted by Ed Greenwood, in a 22 Apr 2019 Twitter reply to @TheEdVerse

Hin magic
In the Realms, hin daily magic is most concerned with growing things (edible plants, usually, and hin specialize in prettily flowering edibles), training growing things, and banishing blights and molds from growing things. Second comes cleaning: hin are foremost, as a race, when it comes to small, simple spells that cleanse things and remove marks, stains, etc. Third is mending: hin are great at magic that consumes a raw material (material component) and uses it to knit tears or cuts or frayed areas, restore worn-out fabric or rusted metal (turning things to "like new" condition BUT THE LOOKS THE CASTER WANTS, so if a mended garment or awning is faded, the "fixed" part will match...unless the caster wants the whole thing to look new and rich again). And fourth is warding magics, that keep away unwanted intruders (of specific sorts determined by the incantation) and combine alarms and lighting if the caster wants them; i.e. makes it hard for a prowling predator to cross a ward-boundary around a tent or hin campfire, and brilliant lights the area (the boundary radiating light that due to the enchantment makes invisible beings visible, plus an audible alarm to awaken sleeping hin), and so on. Sixth is tracer magics (like Locate Object, but keyed to a favourite specific item that's been lost or stolen, so the caster can find it again. Seventh: building surfaces; hin enchantments can make mud brick waterproof, keep oil-mix seals from leaking, and so on, to make simple construction sturdier and more long-lasting. See? Practical stuff. Many hin make livings partly by using such magics; they dwell in human-dominated cities and towns and run "repair shops" for humans needing things fixed or cleaned or mended. Or by selling fresh greens (or berries, small tomatoes, herbs, or fruit) for many tables.

Hin cooking magic?
That's a point of pride among hin: to do masterful cooking without magical aid. Though there ARE "rescue this burnt mess" magics that turn scorched kitchen mistakes back into edible perfection. But hin don't talk about those. ;}






Interestingly enough, posted just a few days after this thread started and we'd started down similar paths.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Wooly Rupert
Master of Mischief
Moderator

USA
36779 Posts

Posted - 01 Nov 2019 :  02:58:59  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Well, yeah... I was curious about the topic, posted it here, and asked Ed.

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