If planted in natural ground, the acorn will slowly grow into a hollow tree and become a temporary entrance into the Valley. It must be planted in dirt, in natural ground, not in a pot or inside a building. In d20 hours, the tree will become the hollow tree that allows entrance into the valley. An acorn can only be used once.
These descriptions assume a 10 hour span from planting to becoming an entrance:
Within the first ten minutes, a green shoot spurts out of the dirt. In three hours the shoot grows to a sapling, and in another three hours to a large tree. By the ninth hour, the tree is old and gnarled, and in its last hour it crackles and dries and hollows until finally cracks form up from the ground revealing a hollow trunk and a hole into the Valley of the Blue Sun.
The entrance will last for d6 hours.
Alcalig is a small amphora, enough to hold a good drink of water. The name is from the Barcelasian for “Above Time”. It is a magic jar from Barcelas that enchants water to grant the drinker a bonus of level to any archetypal skill, including attack for warriors, up to a total of +18. The effect may be spread out over up to ten minutes. The jar may be used once per day.
The drinker may choose to lessen the effect, in order to make it last longer before reaching the +18 limit. The maximum bonus for any single action is always the character’s level in the archetype that the skill belongs to.
Alcalig is enchanted with Indestructible Object at 12th level.
From the Haikiutl in the world of Highland, the Amulet allows the wearer to call down a light snowfall once between every new moon. The snow will fall for 2d6 hours in a range of 1d6 miles, raising half that many inches of light, fluffy snow. The snow will not begin to melt until that many hours later.
The Amulet of the World Snow was given to Kelelmien as a gift by Dodna, a shaman of a northern Haikiutl tribe in A.D. 1813 (Year of the Cataclysm 783), Dodna fought off the then-guardians of the cavern many times to visit Kelelmien and spoke with him for many hours each time. Dodna’s last visit was in 1867 (Year of the Cataclysm 837) as a very old man. By this time the cave guardians let him through without any challenge.
The “sword of ice and snow” is a Barcelasian weapon. It is a +2 long sword, shaded lightly blue. On a successful called attack, it can freeze opponents: the target must make an Evasion roll or take an extra d8 points damage from freezing and be at a penalty of one to attack, defense, and movement for ten minutes, cumulative with other freezings.
The sword can also freeze water twice per day. The sword must touch the water. It can freeze up to one cubic yard of water in a radius of four yards. The water remains frozen until the sword is removed. The sword is easily removed from such ice by the wielder. Others must make a strength roll, at a penalty of three, to extract the sword from the ice, and such an attempt takes one round.
This sword, the Dragon’s Debt of the Eastern Dwarves, was made by the Dwarves for a human ally thousands of years ago. It is a +2 sword normally, but has an additional +2 against dragons. It has unbreakable object on it at 12th level.
From the world of Fading Highland, the Monocle allows the wearer to see whole once per day, and to see invisible once per day. Each ability is at 8th level.
The monocle is enchanted with unbreakable object at 8th level also.
Kelelmien acquired it when its most recent bearer, Shivan Guinstar, attempted to fight her way past Kelelmien and failed. This was in, by Highland year, 696; by Fading Highland year, 720; by Dead Rome Year 2479. And by normal year, A.D. 1726.
Shivan was very tasty, and worked especially well as a stew with turnips and a touch of onion. Kelelmien has the recipe in his journals for that year: sharp-tongued shivan stew.
This ring blinds the wearer but grants them much greater senses of touch, taste, smell, and hearing. Penalties due to an inability to see are dropped by up to two due to the other enhanced senses. The character can hear for three times the normal distance, and gains a bonus of six to any perception roll that doesn’t rely on vision.
Once per day, the wearer may cause dead night at sixth level: an eleven-yard-radius darkness centered on the wearer that lasts two hours. The command word is Xel-I-tec.
The blindness takes effect immediately upon wearing the ring; it disappears d20 minutes after taking the ring off. The enhanced senses arrive d10 minutes after wearing the ring.
The ring originated in the lands of the Haikiutl.
This ring is a simple, polished ring with a clear and shining varnish. It contains six charges of Spell Reflection at 8th level.
This sword was made by one of the Night Priests, from the benediction of insects. When in use, bronze cockroaches appear to crawl over the bearer’s hands and down the blade. The sword grants a bonus of 2 to attack and damage.
On a called shot, the target must make an Evasion roll or be affected by the infestation spirit manifestation at the sixth level of effect, for a duration of three rounds. The sword can cause an infestation three times per day.
This scroll has a ward on it that, if viewed, targets the viewer for blindness. The viewer must make a Willpower roll (at a penalty of 3) or be blind for 2d6 weeks.
Once triggered, the scroll is harmless. It was created by the Barcelas.