The Sundered Sea - A 5th edition Dungeons & Dragons campaign
It was the damndest thing, I swear – we all told Rodrick to put the medallion into the sack, safe and sound, but of course the damn fool has to put it around his neck. As soon as the blasted thing made it over his head – POOF, he vanishes into thin air – just like that. We searched three days for the poor sap, and were about to break camp when all of a sudden – POOF, he reappears right where we’d left ‘im, gibbering and wailing like he’d been ripped clean out of a nightmare. Needless to say he doesn’t mess with the cyphers no more.
~ Guildmaster Enric Gildedfinger
The small, magic-infused trinkets scattered across the ruins of Ur’Duryn are commonly referred to as cyphers, and the scavenging and trade of these items form the basis of a thriving economy between the settlements of Ur’Duryn and the metropolis of Sunderhold.
Cyphers can take many a myriad of shapes and forms, and the enchantments within are just as varied and powerful. Picking through the rubble of abandoned dwarven halls and forest ruins will often turn up small figurines, trinkets, and gems imbued with a one-time burst of arcane power. The effects can vary, making the wielder able to unleash an eldritch burst of power, his next swing of the blade stronger, or see in the dark for a few moments. Mages and scholars in Sunderhold are prized for their ability to discern the school of magic contained within the cyphers, making strong, educated guesses at the abilities contained within.
Extremely rare relics of the pre-Sundering Nádr civilization are occasionally unearthed – carved fragments, jewelry, or other pieces of thaumium which are highly valued and rumored to carry powerful, magical abilities.
- A small opal sphere, constantly cold to the touch. When activated, the wielder is able to change their appearance for 1d4 hours.
- A brass belt buckle, engraved with endless spirals. When worn, the wearer is able to ignore difficult terrain for the remainder of the day.
- A jagged shard of crimson glass. When grasped in the hand, it dissolves into the skin – allowing the wielder to transfer all of their bodily wounds to the next person touched.